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Bakkels
06-20-11, 10:40 AM
Hey guys,

So I did a complete new install of sh3, plus mods and this time I used Winmerge and other programs to make sure all mods were compatible and work smooth together. Works like a charm with my 2Gigs, I even added 18 ships from MFM manually and am enjoying the game more than ever.
I've got one problem though; if I go to the hydrophone station, I can't manually turn the wheel for the hydrophone. Here's a list of my mods:

http://img146.imageshack.us/img146/4257/modsd.jpg

I already have a suspicion as to which mods could cause the problem:
I think it's either the 'Extended Free cam' or 'DD_OH_V3.09' open hatch-mod. Does anyone know of a way to solve this? Can the problem be in the cameras.dat file? And how do I make a certain part 'clickable'?

Also, most of the times when I'm in the command room I can't click the conning tower hatch. Sometimes the camera position does change to the conning tower, but there is nothing there. I'm in some kind of black space watching down at the command room :-? And sometimes when I click it, simply nothing happens...

Any help would be appreciated.

irish1958
06-21-11, 08:45 AM
I am not sure what it is. On my setup, I have more trouble with DD's open hatch mod than with anything else.

rik007
06-21-11, 01:48 PM
Well, you already have an overview of the mods enabled in JGSME. Why do not you disable the mod's to check your suspicion or until the problem is over?

Bakkels
06-21-11, 02:31 PM
Because if someone encountered the same with the Open Hatch mod, it would save me a lot of testing (since it takes about 10 minutes for my pc to load when I start a mission). So if someone knew which files/nodes exactly influence the manual hydrophone station controls I could go into s3ditor right away to try and solve it ;)

DivingDuck
06-21-11, 02:46 PM
Moin Bakkels,

I´d too suspect the OH mod to be the problem´s cause. I´ve changed and fixed a lot for DD_OH_V3.10/FM_NI_V1.0, especially in the RR. But I do not recall if the hydrophone wheel was one of the issues. At least it is working in FM_NI, tested it a few minutes back.

Regards,
DD

Anvart
06-21-11, 02:49 PM
@ Bakkels.
This is similar to what your camera does not have permission to manipulate with hydrophone... may be.

Bakkels
06-21-11, 03:42 PM
@Anvart: thanks, but it doesn't seem to be the extended free cam mod. i disabled that one and the problem remains.

@DivingDuck; Unfortunately it seems to be your mod indeed :03:
After disabling it my hydrophone was back to normal.
Is it intentional that in your mod (DD_OH_v.3.09 btw)
the NSS_Uboat9_RR.dat, .sim, and .cam files all have a size of 0 kb??
This seemed weird to me, but hey, I'm not the modding expert here...
Thanks for your help so far.

by the way, I'm not running FM New Interior, if that makes any difference.

DivingDuck
06-21-11, 03:57 PM
Moin Bakkels,

so, the problem you described in your first post is related to the typeIX? I´ve not made any changes to the typeIX after releasing OH_V3.09. Since then I´ve only worked at the typeVII. DD_OH_V3.10 was never released as a stand alone mod. I´ve directly incorporated it into FM_NI or vice versa.

And yes, it´s okay that the RR.dat, *.sim, *.cam files are 0kb in size. They are not needed for the mod as the complete structure went into CR related files. Back then my modding skills haven´t been what they are now and I didn´t know how to do it otherwise. No I´m a wee bit wiser. Unfortunately this approach came along with some issue I never had the time to solve, at least not for other types then my beloved VII. The FM_NI typeVII has all usable dials in RR, even from free cam if I recall it correctly. (Never had the time to play my own mod.) To re-add the functionality to the typeIX hydrophone is no big deal. Time permitting I will check into the matter. But do not expect me to do it fast.

Regards,
DD

Bakkels
06-21-11, 04:11 PM
Thanks for the fast response. Yes, the problem is related to the type IXc.
About the RR files being 0kb; you say they are not needed for your mod, but they are included. So if you install your mod they will replace the original RR files.
I'll go check if the problem goes away if I have your mod installed, but have the original NSS_Uboat9_RR.* files in place. That way, you won't have to fix anything either; you can just remove the 0kb NSS_Uboat9_RR.* files from your mod.
(But let me know if I'm saying something incredibly stupid here :D)
Anyway, I'll get back to you after testing.

Bakkels
06-21-11, 06:16 PM
Moin DivingDuck, well I just tested your mod with the stock NSS_Uboat9_RR.* files, and the hydrophone does work. As well as the opening and closing of the hatch.
However; (and this perhaps was to be expected) when you open the hatch, walk through it to the RadioRoom and look back, you see this:

http://img195.imageshack.us/img195/939/shot1308692726.jpg

Like you said, you made all the changes to the Command Room files, so the stock RadioRoom files I used will also show the stock closed hatch. And I see in s3ditor that the hatch object is attached to a lot of other textures and objects..
Well anyway, my hydrophone works, the hatch opens and from the command room everything looks just fine. So it's good enough for me.
And I hope this info will help you somewhat.

Regards

DivingDuck
06-22-11, 12:38 AM
Moin Bakkels,

that indeed was the reason for having those 0kb files. If they are missing, the 'stock' RR files stay in place and do overlap with the modded version. Even if you are not bothered with the resulting graphical glitches, it might have an impact on your frame rate. In case the 3d object IDs are the same for stock and modded version, the duplicates will not show. If not, you might see objects twice or blurred, as you would if you are drunk. ;)

Anyway, I´m going to see whether my time table allows for a typeIX patch. As you most certainly are not the only one to have that issue, others could be interested too.

Regards,
DD

DivingDuck
06-22-11, 08:42 AM
Goedemiddag Bakkels,

bad news for you, good for me. I´ve tested the typeIX just a min ago. And the hydrophone´s wheel turned perfectly. After pressing 'H' to get into position I´ve moved it left/right without any problems.

Regards,
DD