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View Full Version : Soundguy/New map contacts/Problem


Dogfish40
05-15-12, 09:14 AM
Kaleuns.
I am determined to find the cause of this problem because I think it's fixable.
At the beginning: When I play the tutorial mission w contact's on (or easy mode), as soon as a line pops up in the nav map/TAI the soundman called out a new enemy contact with certain info such as Merchant, it's direction ect.
When I activate the mods which are not only wanted but necessary, the best I can get the soundman to perform is by ordering him to follow the contact.
I went in to the contact.cfg file and found that the settings for "Precise and Imprecise" were inverted so I fixed that. (They were set for 160sec for precise and 90 sec for Imprecise. I found a thread that listed the correct settings plus some good alternate settings at http://www.subsim.com/radioroom/showthread.php?t=166593 )

However, this still didn't correct the original problem of the soundguy not calling out the new map contact first!
I propose that if it's possible to have the soundman call out the initial warning in the tutorial, then it has to be possible after the mods are activated.
Can anyone tell me if there are any other files that deal with the soundman calling out new contacts besides the "contact.cfg"file?! Two, does anyone have the sound man calling out new contacts now, without ordering him to do so?
Three, does anyone know what the heck I'm talking about? :O:
Anyway, I'm determined to find a fix for this so we all can have a soundguy that warns us of new map contacts.
Danke Kaleuns.
D40 :salute:

Dogfish40
05-16-12, 08:49 AM
Things are kind a' quiet 'round here....
Anyway, if anyone has this problem, I think I found the solution.
Other than reordering my mod soup which might have helped, the only thing that I did before I heard the soundman finally call out a contact (without being ordered to "follow contact") was to use all the Promotion points that he has, that is, promote him as much as possible. I didn't use the "Darkness" promotions, I used the other ones that make him hear better. I'm not sure just how many it takes, but I used all but one. The next contact I had, (travel mode off) he sang like a bird. He told me Merchant, closing, very fast...ect
I'm stoked, my game is just great now. The mods are all working great, the game looks awesome....
I'm stoked.
D40 :salute:

Kark
05-21-12, 11:41 PM
I had a similar problem after installing the Dynamic Enviromment Sound MOD.
Not only my radio guy was silent, also my navigator, when asked to determine depth under kiel, happily turned to his map, gently caressed it and said...nothing.
My LI did not report the current depth and my radio man did not say a word ouside the dialog box.

I resolved this issue by installing everything related to sound first and THEN applied the MFCM and MCCD MODs, which i find absolutely essential.

Then...loading....waiting...DANG! "contact. freighter. far away." :rock:

I've never been sp happy to hear little Bennos voice:)

misha1967
05-22-12, 01:34 AM
Hmm... I might try that too, just in case.

Another thing I just noticed was that, while on patrol, Benno picked up a warship on the hydrophone and I, being the curious sort, took over the station to hear for myself. Not that I doubt him, I just wanted to hear it.

But there was nothing. Even when turning the hydrophone to the EXACT bearing of the blue contact line, there was nothing. The blue contact line would fade and I'd hand it back to Benno and it would reappear.

Now, since this was about my 37th reinstall, on a new computer having copied all of the MODS from the old hard drive, I thought I'd messed up TDW's excellent sh5.exe patch, so I went and re-patched it, but it didn't help. Finally, exasperated, I used the external camera which I keep on for screenshot purposes and found that the "silent" target was actually a German TypeVII uboat. I don't know why it can't be picked up on the hydrophone and I really don't care as I'm not likely to be hunting my own guys, just thought it would be of interest.

Dogfish40
05-22-12, 10:27 AM
I had a similar problem after installing the Dynamic Enviromment Sound MOD.
Not only my radio guy was silent, also my navigator, when asked to determine depth under kiel, happily turned to his map, gently caressed it and said...nothing.
My LI did not report the current depth and my radio man did not say a word ouside the dialog box.

I resolved this issue by installing everything related to sound first and THEN applied the MFCM and MCCD MODs, which i find absolutely essential.

Then...loading....waiting...DANG! "contact. freighter. far away." :rock:

I've never been sp happy to hear little Bennos voice:)

Yes, I've always jumbled those particular mods up to find the best order for them. Like you, I've placed most all of the sound mods right after the Environmental mods, then MFCM ect. It works. I had a real bad game crash right after I posted this and had to reload everything, including starting a new campaign. However, Bennos voice is still there (after I used some promo points on him). Now the game just looks and acts killer (as good as it gets tight now, I'm interested in the ideas that TDW has for the crew animations). Everyday I can't wait to get home and boot it up.
Gute Jagd