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Old 09-28-21, 12:01 PM   #1
Bubblehead1980
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Default Trigger Maru Overhauled Update BH V2.0 Release 5/06/2022


USS Drum SS-228 1945

*TMO Update BH V2.0* by Bubblehead1980

Subsim download link fixed 5/7/22*


This is follow up to the TMO Update BH V1.0 released in September 2021. This mod is a update (overhaul if you will) and culmination of nearly two years of work.


First, please, please, please (did I mention please) make sure you read the README for V2.0 and V1.0 (included) to understand the mod, its mission, major changes. Also read ALL documentation that comes with mod. This is absolutely vital to properly run this mod. I do not mind answering questions, explaining , elaborating on things but often times get questions that were clearly explained in the README. Will save yourself some time as well. If I left anything out, I apologize, its a large mod with a lot changes, large and small, obvious, and subtle.



Installation:

This mod is for SH 4 v1.5 only.

Suggest a totally fresh/clean install of SH 4 and starting new campaign.

Make sure you install path is NOT in the program files(default) but in something along lines of C:/UBI/Silent Hunter Wolves of the Pacific

Install via JSGME.


Mod order in JSGME should be. *Updated 7/26/2022*
Use this install order, it differs from README. There is a complicated process
to upload this mod due to its size and thus can't reload just to update
the README. A update to the mod will be out
sometime this Fall and README will be updated.


TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/dow...o=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.


Others mods of player choice. Of course be wary of conflicts!


What is new in V2.0:


Streamlined install, not as many add ons required, including NO ship packs.


Campaign traffic further refined from V1.0. Main change was slowing things down a bit in 1945 as were far too many convoys spawning for time period due to a typo in the traffic files.

Added a few historical contacts to the campaign.


Pre-War Campaign


Pre War Career Start for Pearl Harbor and Manila beginning in June 1941. US is neutral but may or may not experience hostile actions in lead up to December 1941
, it can literally change day to day or month to month. Obviously, this will not be action packed like a war time career, involves a lot of sneaking around, patrols, training etc. By the time the war starts, your crew won't be as green as normal, you will have a feel for your boat, and some investment in the career. Pearl Harbor and Cavite Navy Yard air strikes as well as other opening battles of war are now scripted in. See README for full details. Thanks to Fred for his pre pearl harbor career start mod for the inspiration.


Submarine Squadron FIFTY (SUBRON 50) Campaign

This portion of the mod simulates the seven subs which operated out of Rosneath, Scotland from Fall 1942-Summer 1943 and conducted patrols North Sea, Bay of Biscay, North Atlantic, and other European waters prior to being transferred to the Pacific in July 1943. Player will start at New London, CT in October 1942 for a patrol in support of Operation Torch, Allied landings in French Morocco and North Africa. These orders are based on the actual patrol reports of the boats involved, there are four sets of orders for Torch can get. After completing patrol, will end at the new base at Rosneath, Scotland. Further orders are based on the patrol reports and other historical documentation. In July 1943, flotilla will transfer back to New London, then will receive orders to sail to Pearl Harbor. Player will have to sail there via Panama Canal, flotilla will shift en route. After reaching harbor should end patrol, will get a rest period then orders to a war patrol in the Pacific. See README for further details.

*Do not send a status report when objective is completed to get new orders, as you will end up with orders in the Pacific you can't achieve. I was unable to fix this (unfortunately), possibly a hardcoded thing. * If instructed to report in, only do so when a objective has not been achieved, so you will get a "Roger" message. **


SPYRON

"Fremantle Division 2" has been changed to the historically accurate "SPYRON". Can start a career in January 1943 and will carry out special operations in South West Pacific, primarily support missions to the Philippines along with patrols.

The first missions were carried out by Gudgeon and Trout in early 1943, with others following. Narwhal joined in Fall 1943 followed by Nautilus in 1944 and these two became the mainstays of SPYRON ops.

Custom patrol objectives were made that are exclusive to the Tambor and Gar class assigned to this flotilla to simulate the first missions. There are also custom missions for the Narwhal class , based on Nautilus patrol reports. Only the Narwhal class be assigned these missions. Eventually I would like to script Narwhals missions into sim as well.

Narwhal class becomes available for the June 1943 career start. If have a Narwhal in the Pacific fleet,(SUBPAC) your boat will follow overall Nautilu's historic patrols including the Makin Island raid in August 1942 and will be transferred to SPYRON in Spring 1944 per history.

Ports for this flotilla shift often , sometimes from patrol to patrol with starts/finishes in Brisbane, Fremantle, Darwin, Mios Woendi, Manus Island.

With the Narwhal, in Feb 1945, you will be assigned to sail back to the US (Philadelphia) for decommissioning per history. With friendly fire incidents, marauding AI submarines which can fire torpedoes in both Pacific and Atlantic, not always a easy journey, just depends.


At some point I would like to refine the SPYRON flotilla further.


Do not use the Pacific Fleet Div 2. as may cause CTD. I did not remove it this go around for stability reasons but the patrol objectives have changed and likely to have a fouled up career if try to use it. Norma subpac boats will now have chance of special ops unlike previous versions. Previously special ops were mostly eliminated because of how boring, unrealistic they were, they dragged the sim down.


Nav Map updates with places such as Cavite Navy Yard, Mare Island, Tarakan, and others added to correct positions on map as were previously not.


Midway Island "coral reef" (subnet) changed to fit reality, including a very narrow channel as it had during the war. See README for me.





A version of the Nippon Maru mod for TMO was added to the update courtesy of s7rikeback. Quite a few different merchant vessels to sink now.


Nearly all merchants have been renamed from last version. I did this to change things up. Names of vessels are those of actual japanese ships sunk by US submarines during the war. Tonnages were changed as well to be more in line with Japanese merchant marine and correspond to their historical counterpart.

Texturing issues with various ships fixed.


Many new countries added to roster along with new planes,, ships etc.


TBF Avenger can now be equipped with a aerial torpedo.


Existing patrol objectives reworked with many new patrol objectives added.


This is a major part of V2.0. I lost count of how many patrol objectives I added but it was quite a few.


All special operations missions were reworked. No more silly hollywood style special missions that was boring and/or absurd.


Lifeguard Operations play a larger role in later war as they did in reality, but were revamped to be interesting and a lot of renown is earned for rescues.


Wolfpack Operations.


There are a few wolfpack patrol objectives were player may operate with AI submarines in a coordinated attack group aka wolfpack. These are based on real wolfpack operations during the war. Obviously
this was done within limitations of the sim but things were worked to reasonably simulate working with a pack. Surfaced and submerged AI subs can now fire torpedoes. Contact reports, if your pack mates are within a certain distance, your contact reports will bring them in to attack enemy units. In testing I was present when they attacked convoys and some arrived on scene a couple hours after contact report, ships suddenly started blowing up.

I forgot to cover this in the README and will create a post on Wolfpack ops. In the future, I plan to add more of these.


Player may be assigned to bombardment missions with deck gun. Destructible fuel tanks can be targeted by AI deck gun crews.


Tambor Class restored. Can now get the Tambor at any phase of the war, the Terrible T campaign eliminated.



Improved visual sensors for your subs AI crew...now if you can see it, they can see it. This makes for more realistic performance from your crew.


SD radar performance tweaked for realism purposes.


Capital ships like BB, CV, CA, CL now have a improved visual sensor with max firing range raised. This has resulted in more realistic surface engagements between AI surface ships. In testing had battleships engaging at 18000 yards. Player sub is in general too small for them to spot at that range so no worries. See README.These ships will also conduct shore bombardments.

Enemy merchants and escorts now have better visual sensors but are not not hawkeyes so no worries.


Many historical battles, fleet movements, actions, amphibious landings etc added



Ability to conduct realistic night surface attacks further enhanced.


Torpedo Malfunctions enhanced for realistic performance of early war torpedoes.


Submarine Damage Model further refined.


Longer sinking times for AI vessels.


Most Special Abilities nearly eliminated. Player crew will no longer receive these upon promotion. Some may be available for recruitment from the personnel pool. I've come to conclusion they can not be completely eliminated from V1.5 of SH 4 or will cause a CTD. If anyone knows how, please let me know.


Ranks of Master Chief and Senior Chief Petty Officer eliminated, as these ranks did not exist during WW II. Chief can be given a "promotion" when eligible which will move him up in seniority but will stay a CPO as it is highest enlisted rank. Once reaches a certain level, he is eligible to become a Officer and can be promoted. This is how it was during the war and is not reflected in the mod.

Except for advancement from Seaman 3c to Seaman 2c, all promotions must be made in base by player. This was done to control make up of crew as its a little too easy for crew to advance. Eventually I hope to introduce a mod for TMO which reworks the crew entirely.


and much more....see README and all documentation for full details.


While this mod was thoroughly tested, in something this comprehensive and a sim as testy as SH 4 bugs, errors are bound to happen.
IF encounter a issue., please report here in the forum per the and procedure listed in the README.

As always I welcome feedback, tell us about your patrols etc here in the forums and/or in the threads "Tell us what you are up to in your current campaign" and "Patrol Log Screen shot" threads.



Download mod at the link below.

https://www.subsim.com/radioroom/dow...o=file&id=5965


Enjoy

BH 1980

Last edited by Bubblehead1980; 07-27-22 at 12:16 AM. Reason: New release
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Old 09-28-21, 12:19 PM   #2
vickers03
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well done!
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Old 09-28-21, 01:31 PM   #3
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Excellent... gotta make time to try it!
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Old 09-28-21, 04:08 PM   #4
Mad Mardigan
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radar







Will see of d/l'ing & testing this out a.s.a.p.

M. M.

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Old 09-28-21, 05:08 PM   #5
Kal_Maximus_U669
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Default Trigger Maru Overhauled Update BH

Thank you for your hard work just uploaded great try soon
thank you Bubblehead1980
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Old 09-28-21, 07:08 PM   #6
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Always been a big fan of TMO so thanks for your work. Downloading now.

-C
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Old 09-28-21, 07:41 PM   #7
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Old 09-28-21, 08:03 PM   #8
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Starting out 'minimalist.'
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Old 09-28-21, 08:09 PM   #9
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Uh Oh.

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Old 09-28-21, 08:10 PM   #10
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Gonna try again without reloading.
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Old 09-28-21, 08:14 PM   #11
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Cannot find special abilities 1 through 5.
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Old 09-28-21, 08:39 PM   #12
Bubblehead1980
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Quote:
Originally Posted by Arlo View Post
Uh Oh.


Oh this sim, lol did not give me any trouble when did a final test this morning lol. Thanks for the heads up. I am looking into this now....
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Old 09-28-21, 08:43 PM   #13
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Thank you, sir. (I didn't intend to give you more work.)
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Old 09-28-21, 09:26 PM   #14
Bubblehead1980
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Quote:
Originally Posted by Arlo View Post
Thank you, sir. (I didn't intend to give you more work.)
Not at all. Thank you for being quick to point it out. I made a last minute change, well something I planned but forgot about anyways. SH loaded fine for me initially. Apparently, the changes implemented to special abilities, SH 4 did not like that. I returned them to normal for now until have time to figure out the issue.



I am editing files and double checking a couple things before upload the corrected version tonight.
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Old 09-28-21, 10:39 PM   #15
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Again, thank you. Looking forward to trying it.
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