SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-14-09, 03:59 PM   #1561
vickers03
Grey Wolf
 
Join Date: May 2007
Location: germany
Posts: 970
Downloads: 705
Uploads: 37


Default

@Ducimus
here are the radar depth voices, check quality-
if ok i'll do some more variations.
http://www.filefront.com/14923717/sh...radar_depth.7z
vickers03 is offline   Reply With Quote
Old 11-14-09, 06:52 PM   #1562
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Thanks Vickers, earliest i can take a look at it will be tommorrow night.

As a general FYI to anyone playing the beta, im aware of problems with patch 4 of the beta causing various issues with visual sighting. If you find it a total gamestopper, deactivate patch 4 and run the beta without it.
Ducimus is offline   Reply With Quote
Old 11-16-09, 12:46 PM   #1563
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by vickers03 View Post
@Ducimus
here are the radar depth voices, check quality-
if ok i'll do some more variations.
http://www.filefront.com/14923717/sh...radar_depth.7z
Just checked it out. Good work man. You must have more time or patience then i do. Thanks a ton for helping my lazy ass out.

Quote:
Originally Posted by Ducimus View Post
As a general FYI to anyone playing the beta, im aware of problems with patch 4 of the beta causing various issues with visual sighting. If you find it a total gamestopper, deactivate patch 4 and run the beta without it.
Uploaded a new version of patch 4 last night. ANyone using the beta should re d/l patch 4. You shouldn't need to start a new game, but it would be better if you did just in case.
Ducimus is offline   Reply With Quote
Old 11-17-09, 12:38 AM   #1564
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

If anyone has any feedback on the beta, please post it soon. Tomorrow morning is the last time im touching the mod for at least 6 months or so. After tomorrow morning, the only thing 'll be doing is compiling what's there, and updating some documentation. When i actually get it uploaded will be anytime between Wednesday and Sunday.
Ducimus is offline   Reply With Quote
Old 11-17-09, 05:44 AM   #1565
SteveUK
Helmsman
 
Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
Default

Hi Ducimus

Apart from getting sunk no problems!, but wanted to say thank you for all your hard work. You have really changed the way the game looks and feels .
SteveUK is offline   Reply With Quote
Old 11-17-09, 09:15 AM   #1566
irish1958
Ocean Warrior
 
Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
Default

Quote:
Originally Posted by Ducimus View Post
If anyone has any feedback on the beta, please post it soon. Tomorrow morning is the last time im touching the mod for at least 6 months or so. After tomorrow morning, the only thing 'll be doing is compiling what's there, and updating some documentation. When i actually get it uploaded will be anytime between Wednesday and Sunday.
I have been running the beta for the past couple of weeks and have not found anything of importance.
Is it possible to get the fan in the command room to run?
Also when I call battle stations, sometimes I get a series of 8 or 10 "Yes Sir" before the clangor sounds and announces "battle stations", and then the "yes sir" stop. This does not occur every time, however; and I have been unable to pin point why it does. Not important, but annoying, even though it makes me feel like an oriental demigod.
__________________
Irish1958
irish1958 is offline   Reply With Quote
Old 11-17-09, 02:10 PM   #1567
vickers03
Grey Wolf
 
Join Date: May 2007
Location: germany
Posts: 970
Downloads: 705
Uploads: 37


Default

@ducimus
ok here's the final radar depth voice with some variations
according to the original speech folder
http://www.filefront.com/14942785/sh...adar_depth.7z/
vickers03 is offline   Reply With Quote
Old 11-17-09, 04:35 PM   #1568
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by SteveUK View Post
You have really changed the way the game looks and feels .
That's been my hope, thanks!



Quote:
Originally Posted by irish1958 View Post
Is it possible to get the fan in the command room to run?
Also when I call battle stations, sometimes I get a series of 8 or 10 "Yes Sir" before the clangor sounds and announces "battle stations", and then the "yes sir" stop. This does not occur every time, however; and I have been unable to pin point why it does. Not important, but annoying, even though it makes me feel like an oriental demigod.
RE the fan. Yeah thats a small annoyance to me too. Will take a bit of 3d modeling to get it to work. I think that fan is attached to something still.

RE Repeating voices. That one is hard to track down. But what state is the crew in when this occurs? Normal, panicked, or silent? What causes the repeat is a lack of filler material. In the crew graph files when you issue a command, theres a animation and vocal response. The game expects X seconds for this. When it doesn't have enough animation or voice to fill X seconds (or a lack of filler altogether), it fills in this time gap with a repeat of the last instruction it recieved. In this case, "yes sir".

Quote:
Originally Posted by vickers03 View Post
@ducimus
ok here's the final radar depth voice with some variations
according to the original speech folder
http://www.filefront.com/14942785/sh...adar_depth.7z/
Thanks vickers, ill insert it into the compiled build ASAP. I appreciate the work you've done.


As a general FYI, i compiled version 1.9 last night. Did some last minute changes this morning and started updating the documenation. When i get home tonight, the only thing ill be doing is playing L4D2. I'll try and finish up the doc's ASAP, and upload when feasibly possible given my crappy wireless connection.

Oh yeah, one item that did not get into the beta but will be in the published version. Conning tower emblems and kill flags! For all boats except the S boats. (i ran out of time). You'll have two files to play with.

data/textures/TNormal/tex/emblem.tga
data/textures/TNormal/tex/kills.tga

You the user edit those files, and put on them whatever you want. You do not have to convert them to DDS format.

Here's an example, they are totally independant of the boats skin, infact you won't have to swap an entire boat skin anymore, just the above two mentioned files.



edit:
here's a not so clean development screenshot so you can see the dimensions of the emblem fields.
Ducimus is offline   Reply With Quote
Old 11-17-09, 05:36 PM   #1569
cgjimeneza
Captain
 
Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
Default emblems

that´s worth a double MEH from me sir, great!!!

__________________
Pacific Thunder Campaing VIII-Retired
www.subsowespac.org


"Left on their own, engineers can be dangerous"
cgjimeneza is offline   Reply With Quote
Old 11-17-09, 11:50 PM   #1570
VonGlaus
Gunner
 
Join Date: Apr 2008
Posts: 92
Downloads: 30
Uploads: 0
Default

You rock! I can't wait...
VonGlaus is offline   Reply With Quote
Old 11-18-09, 07:36 AM   #1571
SteveUK
Helmsman
 
Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
Default

You sir are a true master, kill flags and embelms to boot, like the way you just dropped that in as a passing comment!

Really looking forward to this, can feel the flu coming on as far as work is concerned
SteveUK is offline   Reply With Quote
Old 11-18-09, 12:04 PM   #1572
Zonke
Swabbie
 
Join Date: Nov 2009
Location: Sweden
Posts: 13
Downloads: 23
Uploads: 0
Default

Awesome! Looking very nice!!
Have been enjoying TMO with RSRDC very much!!

Question: Will TMO 1.9 be compatible with the U-boat campaign?
If so, are the changes in TMO 1.9 relevant for the U-boat campaign or should I use some other mod when I feel German?

Thx
Zonke is offline   Reply With Quote
Old 11-18-09, 12:52 PM   #1573
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

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

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


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 link:
http://www.filefront.com/14948281/Tr...verhaul-19.7z/

Last edited by Webster; 11-19-09 at 01:56 AM.
Ducimus is offline   Reply With Quote
Old 11-18-09, 12:54 PM   #1574
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Scuse me now, while i flee in terror.
Ducimus is offline   Reply With Quote
Old 11-18-09, 01:04 PM   #1575
Sevrin
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Ducimus View Post
Scuse me now, while i flee in terror.
Why, is Das Boot coming on?
  Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:53 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.