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View Full Version : Hydrophone isn't working even after patches and mods


Sartoris
11-06-11, 09:05 AM
Here's my problem: even after patching to 1.2, applying the .exe patch by TDW and activating the Equipment mod (seen in my mod soup below), I can't hear anything while using the hydro myself. The sonarman is calling out contacts but they aren't there on the hydro (I'm using the first available hydro at the beginning of the campaign). Also, he always calls out the numbers wrong: instead of saying vier und vierzich, he says vierzich und vier.


Generic Mod Enabler - v2.6.0.157
[D:\Hunter 5\MODS]

nVidia missing lights
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
No magic skills v1.5
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
Manos Scopes-patch for 8x5
Critical hits 1.1 Torpedos
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
OPEN HORIZONS II_full v1.4
OHII v1.4 Patch2 Full
OHII - Cerberus ship patch
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
TDW_Waypoint_Contacts_No_Symbols_1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_2_byTheBeast
Grossdeutscher Rundfunk

TheDarkWraith
11-06-11, 09:15 AM
Try removing all mods except for my UIs mod and see if the problem exists. You should only have one mod enabled for this test - just my UIs mod.

Rongel
11-06-11, 09:41 AM
Here's my problem: even after patching to 1.2, applying the .exe patch by TDW and activating the Equipment mod (seen in my mod soup below), I can't hear anything while using the hydro myself. The sonarman is calling out contacts but they aren't there on the hydro (I'm using the first available hydro at the beginning of the campaign). Also, he always calls out the numbers wrong: instead of saying vier und vierzich, he says vierzich und vier.



Yep, reported similiar problem in the"Repaired Equipment MOD by Xrundel and TheBeast " thread. Sonarman calls the contacts, but you can't hear anything. I removed the mod and things seem to work, but I wonder what it causing it. I have the problem with the second hydrophone, first works ok.

TheBeast
11-06-11, 11:47 AM
Yep, reported similiar problem in the"Repaired Equipment MOD by Xrundel and TheBeast " thread. Sonarman calls the contacts, but you can't hear anything. I removed the mod and things seem to work, but I wonder what it causing it. I have the problem with the second hydrophone, first works ok.

I read your post in the "Repaired Equipment MOD by Xrundel and TheBeast" thead. I was not able to repoduce this issue but my MOD config is very different.

There is no DSD file for UBoot_Sensors and we did not HEX the GR2 in the "Repaired Equipment MOD by Xrundel and TheBeast" MOD.

If using STOCK "data\Sounds\sh.sdl" and same MOD config, are you able to reproduce this issue?:06:

Also, do any MOD's change the Uboats DSD file?

Regards!
TheBeast

dcb
11-06-11, 12:50 PM
As far as I can remember, this is an old bug (or wrong feature?) inherited from SH4. Some ships cannot be heard on hydrophone at speeds under 4 knots. I remember having checked this in the early days of SH4, by making a custom mission with pairs of ships of the same type: one going at 3 knots and the other at 5 or 6. The former could not be heard on the hydrophone. I remember this was a common behavior in SH4.

Sartoris
11-06-11, 01:00 PM
I'm still in the process of trying things out, I haven't removed any mods yet, just tried to reproduce the bug with all mods still activated.

This time I was on the east coast of Britain, with one ship on my starboard, and two ships on my 180 bearing. All three could be heard on the hydro, but this time the sonarman wouldn't call out the contacts. I would click the button for him to tell me the nearest sound contact, but nothing would happen. There wouldn't even be a record in the small log screen in the bottom right.

Just to be clear, I reinstalled the game earlier today, downloaded all the mods all over again and then activated them using JSGME after I patched the game. I also took some screenshots to prove it all:

http://i1137.photobucket.com/albums/n501/Quilty35/sh52011-11-0618-44-47-31.jpg

Here I am listening to the contact and pressing the button below. The sonarman is silent.

http://i1137.photobucket.com/albums/n501/Quilty35/sh52011-11-0618-46-52-62.jpg

The first contact to my right.

http://i1137.photobucket.com/albums/n501/Quilty35/sh52011-11-0618-50-07-63.jpg

And the two behind me.

THE_MASK
11-06-11, 03:37 PM
I think one problem is the rotating hydro upgrade only picks up sounds from the sides and not front or rear . Its all messed up .

Sartoris
11-06-11, 03:42 PM
This is the first hydro you get in 1939, it's not upgraded at all.

The one thing that's bothering me is that sometimes everything works fine, and then thirty minutes later either the sonarman can't hear anything and I can, or the sonarman hears something and I can't hear it on the hydro.

Maybe it's just the effect of that same soup the cook has been making for 14 days straight.

TheDarkWraith
11-06-11, 03:46 PM
This is the first hydro you get in 1939, it's not upgraded at all.

The one thing that's bothering me is that sometimes everything works fine, and then thirty minutes later either the sonarman can't hear anything and I can, or the sonarman hears something and I can't hear it on the hydro.

Maybe it's just the effect of that same soup the cook has been making for 14 days straight.

That first hydro has 'blind spots' - they are so many degrees to the left and right of the bow and so many degrees to the left and right of the stern. Your sonarman cannot hear anything in these blind spots. Try turning your sub to broadside to the units and see if he can't hear them. Pointing bow or stern at contact with first hydro will get you nothing (blind spot)

TheBeast
11-07-11, 10:09 AM
The GHG (Side Mount) has arc sweep of 120 or 140 degree on each side of boat. Blind spots both fore and aft.

The KDB (Deck Mount) has arc sweep starting at 200 degree to 160 degree with 40 degree blind spot to aft.

The Balkon Gerat (Foreward Keel Mount) has a 330 degree arc sweep but has 30 degree blind spot to aft and Blind spot directly above boat.

The Nibelung (Bow Mount near Keel, foreward of Diveplanes) NOT ACTIVE in SH5

Husksubsky
11-08-11, 01:58 AM
I have same type of errors witth the second version of the hydro( Not that I didn t have it with the first but I just don t think this has to do with blindzones). The errors don t seem to follow a pattern. I have noticed I need the hydroguy to sweep over the area the boats are to report them. usually helps.
sometimes I don t hear reported boats . Many times I hear a boat, but hydroguy don t report.(guess theyre "supposed" to be out of range.) I f I have multiple targets around me I can just guess wich target it pings when using sonar. I have tested a lot and the only thing that is certain is that I get same distance no matter what direction I point the sonar( hydro) .I assume I ping in the direction I listen. I tested with boats all around me... they were lying still so that might have caused trouble maybe. but hydroguy reported and I could ping them.That was aob practice tutorial. ping said 1860 meters. no boat was 1860 meters away from me. When I tested with a moving single target it worked excellent. I know I wrote about this before but lost track of the thread :oops:.


Magnum_Opus_v0_0_1
Enhanced FunelSmoke1.2_by HanSolo78
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke
Manos Scopes-patch for 16x9
IO_StrategicMap_4_5_for_TDWv680
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
NewUIs_TDC_6_8_0_Real_Navigation
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8


I have antilag and patched exe for hydrophone also. Used patcher and tested result with Hex editor
(I know most ppl say put Irai before New Uis but as long as TDW say after in the Irai first post I stick to that.)