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View Full Version : Soundman STILL not Calling.../contact.cfg


Dogfish40
07-16-12, 10:41 AM
:hmmm::wah:</SPAN> hate to cry...but here'goes.
Does anybody's soundman in a moderately modded game of SH5 actually callout contacts????
If yours does, please throw me a bone here. Post your mod list, tell me if you had to fix him and what you did. I thought I used every trick in the book.
My last soundguy fix that worked... oh so briefly, was changing the 'contacts.cfg' file in SH5/data/cfg/contacts.cfg. There are a couple of lines that have been changed with various mods. The "Decay Time For Imprecise Sensor Contacts" line should equal about 60/The "Decay Time For Precise Sensor Contacts" line should equal about 15.
This worked!!! Again, very briefly. As soon as I loaded it, my very next contact, Benno's voice pop's up with all the info he should be giving. I went back to hydrophone contacts on surface until I work this out. Again, when you play the tutorial, all your first warnings of contacts are givin by the sonar station.
So I was pleasantly suprised when I heard Benni's voice. That was about it, I think just once. Now he's silent again. He doesn't call out anything unless I specifically ask him to "follow contact" (I have TDW's Multiple UI's) Then he will follow contact or warship. If I ask for a contact report I only get the message box, no Benni.
I am going to post my Basic mod list. This list is not complete but the important stuff is all there. The missing ones are a few of sobers graphic mods and I know they have nothing to do with this problem.
My Watchcrew do not call out anything unless we're sailing into port. Then they call out Ships, subs, barnicles, sea gulls everything. When we're out to sea, I see the ships first or they come up on the nav-map but the watchcrew doesn't say anything. It's possible though that they would in time, I'm not sure yet. I don't want to count my life on them at any rate.
What is screwed up here? Do I have a mod out of place. It seems this is more than just a "contacts.cfg" file problem, maybe something to do with orders and/or scripts.
Please help if you have any ideas.
Here's the list again.
Thanks!!!
D40http://img24.imageshack.us/img24/1368/modsshare.png

Trevally.
07-16-12, 12:14 PM
Hi Dogfish

Mine does not speak to me either:wah:
Only if I ask him to follow a contact that I know is there.
This makes real nav very hard

Dogfish40
07-16-12, 01:01 PM
Hi Dogfish

Mine does not speak to me either:wah:
Only if I ask him to follow a contact that I know is there.
This makes real nav very hard

Thanks for the reply Trev.
Ordinarily I might not care so much except, it really becomes important if your attention is elswhere and you have DD's creeping around and for the fact that I know he works. Not only from the tutorial mission (where he flat out calls every grey/blue line that comes up) but also that once or twice I adjusted the contact.cfg file and bang he was there for a very short duration.
I also forgot to mention that some of the mods do have their own contacts.cfg file and I went in to them all and made sure they were the same, so they wouldn't keep overwriting the numbers. I am not going to put this one down, if I can find the culprit I can put this out for everyone so we can have a soundman. I really hate to just ask him if anyones picking on him today, I'll throw him overboard if he doesn't start doing his duty :O:
D40
PS; What other main files control the actions of A. the soundman and B. the watchcrew. Or even some of the files?

TheDarkWraith
07-16-12, 01:17 PM
Look in the UPC files. Look at efficiency and those other parameters. Something tells me the solution is in those files :hmm2:

Dogfish40
07-16-12, 01:55 PM
Look in the UPC files. Look at efficiency and those other parameters. Something tells me the solution is in those files :hmm2:

There we go!! That's sounds excactly like what I want to hit. What I'm wondering is; what changed between loading the game and now?! I guess my problem now is having to compare the files with "clean" ones. I'll figure something out, maybe just unloading the mods will be good enough to compare to.
TDW...Thanks. If you think of any other places, post'em. I'll post my results soon!:up:
D40 :salute:

volodya61
07-16-12, 01:59 PM
...I'll post my results soon!:up:
D40 :salute:
Looking forward to this :up:

Trevally.
07-16-12, 02:41 PM
I think this is a game bug and has never worked:hmmm:

I would like my sound man to shout out "We have a sound contact" when the hydro station finds one.
So far only the watch cew will do this "Task force sighted" etc
The hydro man will call out bearing if you ask him to report and if you are in visual range to target "warship closing"etc.

I think a huge improvement would come if the soundman shouts when hydro is first picked up, way before the watchcrew see them.
This would also them make real nav a lot better as just now you get no warning unless sighted

Dogfish40
07-16-12, 03:39 PM
I think this is a game bug and has never worked:hmmm:

I would like my sound man to shout out "We have a sound contact" when the hydro station finds one.
So far only the watch cew will do this "Task force sighted" etc
The hydro man will call out bearing if you ask him to report and if you are in visual range to target "warship closing"etc.

I think a huge improvement would come if the soundman shouts when hydro is first picked up, way before the watchcrew see them.
This would also them make real nav a lot better as just now you get no warning unless sighted

Well Trev,
One of my points was that, when you play that tutorial mission, you know, Patrol one, and I do play this mission from time to time when I begin a new career (I have my reasons:O:) ...when you pick up the polish ships, Benno calls all of them out!
I noticed this and wondered why in heck he doesn't after we load up the mods for the second patrol. Then someone tipped me off to the contacts.cfg file and told me to adjust a couple of things and Benni shouted out the first contact we came across. I don't know what I installed after that, but once again it killed Benni. I went back and made sure that contacts file was as I left it. Some of the mods overwrite it and I had to replace the settings. Anyway, there is where I stand, I feel like there is something we can adjust and Benni will come to life. I really think one or two of the mods have changed something not realising and/or they are in the wrong order.
Question; When we deactivate the mods, do the data files come back to their original install state, or do you have to reinstall the game to do this?
I just thought of this clue as well, Nothing appears in the message box either! When you get a contact hit, aren't you supposed to see something in the message box from sound?
D40

Trevally.
07-16-12, 04:29 PM
Well Trev,
One of my points was that, when you play that tutorial mission, you know, Patrol one, and I do play this mission from time to time when I begin a new career (I have my reasons:O:) ...when you pick up the polish ships, Benno calls all of them out!
I noticed this and wondered why in heck he doesn't after we load up the mods for the second patrol.

Ah - so you play the tutorial :doh::D
I have learnt a lot about how the campaign files work by looking at the tutorial files.
One thing I noticed is that the whole tutorial is controlled by the Tutorial_mission.py and this lets new UI options load as you meet requirments (fire torp etc).
Also looking at the .mis files shows to to spawn ships on demend (this was a great find for me:)) and if you look at this you will see the the ships will spwn close to you (visual range) and I think this is why the hydro calls out the tutorial as the ships are within some magic range that tell Benno to wake up and shout out.

Trevally.
07-16-12, 04:58 PM
Just been looking at KarlKoch speech fix mod.
he had adjusted the priority of some sound messages as well as correcting the .ogg file name.

I like you use Stormyfly sound mod, but these two could be merged to still get the extra speech that both offer:hmmm:

Dogfish40
07-16-12, 06:13 PM
Just been looking at KarlKoch speech fix mod.
he had adjusted the priority of some sound messages as well as correcting the .ogg file name.

I like you use Stormyfly sound mod, but these two could be merged to still get the extra speech that both offer:hmmm:

Yes, If you mean the Speech Fixes and additions, I have that one installed once again. I had taken it out for that very reason but I put it back just in case it would help. I might not have it in the right place though, I placed it on top of the lot, before Mighty Fine crew stuff and stormy's DBSM stuff. I wonder if I should place it after the DBSM stuff, I don't know at the moment.
D40

Dogfish40
07-16-12, 07:17 PM
I took out the upgrade mods. That is "Equipment upgrades mods" Including the patch hotfix and free upgrades. So all four at the end of my list. I played one the historical missions, I think the lifeboat or one of those first ones. The very first thing I heard was the soundman calling out contacts, then the watch crew calling out some aircraft.
Now if I can go through the Upgrades folders it's possible I may find something there. I hope. I don't dare try to take the upgrades mod out of my campaign cause I'm using the mods.
I did try and go through the UPC files but couldn't find anything that I could imagine would help. I did erase the dialogs file from the Upgrade mods as I was told to because it was causing the commands to disappear.
Anybody have any thoughts about this?
At least I know I'm not crazy, that soundman works. I just have to find the culprit file and fix it. :03:
D40

TheDarkWraith
07-16-12, 11:55 PM
\data\Submarine\NSS_Uboatx\NSS_Uboatx.UPCGE:

[UserPlayerUnit 1.Compartment 5]
CompartmentType= 1
StatusActive= Yes
ID= VIIARadio
NameDisplayable= Radio-Compartment-Name
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0.2 ;0..1
ElectricsCoef= 0.5 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.5 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
CrewMembersSlots= 2
EffciencyDenominator=2
EffciencyDenominatorBS=3

Have always been curious to know what these items in yellow actually do. Maybe you can investigate and find out? I know they affect the radioman and sonarman but that's all I know :hmm2:

Dogfish40
07-17-12, 09:13 AM
\data\Submarine\NSS_Uboatx\NSS_Uboatx.UPCGE:

[UserPlayerUnit 1.Compartment 5]
CompartmentType= 1
StatusActive= Yes
ID= VIIARadio
NameDisplayable= Radio-Compartment-Name
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0.2 ;0..1
ElectricsCoef= 0.5 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.5 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
CrewMembersSlots= 2
EffciencyDenominator=2
EffciencyDenominatorBS=3

Have always been curious to know what these items in yellow actually do. Maybe you can investigate and find out? I know they affect the radioman and sonarman but that's all I know :hmm2:

I will at least experiment with them. Yesterday I pulled out the Beast's Upgrade mod and patchs, hotfix ect... then pulled up one of the historical missions (Liferafts?) The soundman was working! Along with the watchcrew. My watchcrew works in port but they seem to get a bit more quiet after we get out at sea. But I think they still work somewhat. Anyway, right after the mission loaded, the first thing I heard was the soundman barking out coordinates + the watchcrew spotting aircraft. The thing I didn't do yet, was to try the mission with the upgrade mods back in (which I'll try tonight). The only other thing that was weird was my chief had reverted back to the original charactor (I use Mightyfine alt faces), this usually happens when I save underwater.
Question: When you play a historical mission, what happens to you activated mods? Do they get adjusted at all, or are they fully functional as in the campaign mode? This is important, because I'll probably be using that particular mission to test in because it's got everything I want to see right away, and it uses the soundman and the watchcrew.
I'll also use this mission to experiment with those UPC parameters you gave me.
Cheers.

Trevally.
07-17-12, 11:37 AM
It looks like those values will be affected by things in your campaign - ships sunk, points gained etc.

The best way to test this will indeed be by single mission.
What we should do is make a mission with a ship out of range and watch how far away it is before it is drawn on your map by the hydro line and then at what range before it is called out.

This could also be done with the watch crew.

we should post the single mission here so we can all test with the same conditions.
We should also post what UPC setting we are using.

:hmmm:

Dogfish40
07-17-12, 02:16 PM
It looks like those values will be affected by things in your campaign - ships sunk, points gained etc.

The best way to test this will indeed be by single mission.
What we should do is make a mission with a ship out of range and watch how far away it is before it is drawn on your map by the hydro line and then at what range before it is called out.

This could also be done with the watch crew.

we should post the single mission here so we can all test with the same conditions.
We should also post what UPC setting we are using.

:hmmm:

Actually, Yes, we could all find out if we're getting the same results. However, the lifeboats mission is good too because it uses the soundman and the watchcrew immediately after the start. When I played it last night my soundman called out the contacts. I had removed three files. AND, another friend of ours just sent me his mod list which I helped him work on a bit. So we have a lot of common mods (his list is huge though). His soundman is working. So I'm going to have that to compare with as well.
I was really shocked that I got those results so fast last night.
Trev, I've never used any of these missions before and I was wondering if playing them alters your activated mods in any way. I noticed when I played the lifeboat check mission that even though my soundguy worked, my chief's character had changed back to the original. I use the alternate w' beards right now, so I was thinking maybe the soundman was working because more mods had been deactivated than I had done.
This might turn out to be as simple as switching mods around, but I would rather find the file that's causing the trouble. I know we're going to get this working, but I can't wait to have a working soundman.
Also; I'm not getting the contacts in the messagebox either. This may be even be more important.
Rock n' Roll
D40

Trevally.
07-17-12, 03:49 PM
Ok - made a test mission
I am 30m deep
target is 60km away heading to pass me side on at 8knots
http://img824.imageshack.us/img824/1720/missiond.jpg


Run the mission
The target is first spotted at 33km and hydro line is drawn on map
no call out or message
http://img72.imageshack.us/img72/2986/firstcontact1.jpg

target heads towards my at 8knots
hydro line shows where he is the whole way
not shout out from hydro at any time.

Then the targer disappears as it passes by deaf spot off the bow.
When the target reappears the sound man calls out and message is posted
new updates are shouted out and posted as the target moves away out of range
http://img594.imageshack.us/img594/7016/firstshout1.jpg


Second go - ran same mission again
target spotted at 32km
this time i ask hydro to repeat last contact
contact is posted, but no shout out
http://img812.imageshack.us/img812/6937/firstcontact2.jpg

sound man remains quiet and no more messages posted
the hydro line tracks target

again target passes my bow and is about to go into my deaf zone
still no message posted or call outs
http://img72.imageshack.us/img72/2662/contact2r.jpg

as target re-enters by the hydro zone
sonar man posts message and calls out
he continues to call out and post messages until out of range
http://img809.imageshack.us/img809/414/firstshout2.jpg


So - my issue is this
when using real nav - the hydro line is not marked on your map
this line is the only warning you will get unless you ask
or unless contact is lost and then found again before he will start reporting

:hmmm:

Dogfish40
07-18-12, 08:45 AM
Ok - made a test mission
I am 30m deep
target is 60km away heading to pass me side on at 8knots



Run the mission
The target is first spotted at 33km and hydro line is drawn on map
no call out or message


target heads towards my at 8knots
hydro line shows where he is the whole way
not shout out from hydro at any time.

Then the targer disappears as it passes by deaf spot off the bow.
When the target reappears the sound man calls out and message is posted
new updates are shouted out and posted as the target moves away out of range



Second go - ran same mission again
target spotted at 32km
this time i ask hydro to repeat last contact
contact is posted, but no shout out


sound man remains quiet and no more messages posted
the hydro line tracks target

again target passes my bow and is about to go into my deaf zone
still no message posted or call outs


as target re-enters by the hydro zone
sonar man posts message and calls out
he continues to call out and post messages until out of range



So - my issue is this
when using real nav - the hydro line is not marked on your map
this line is the only warning you will get unless you ask
or unless contact is lost and then found again before he will start reporting

:hmmm:

So, In a nutshell, your soundman was working, right? You didn't have to adjust anything. My soundman was not doing this at all. The hydrophone line would appear and I will get no warning in the messagebox or a call out from the soundman at all. Until I ran the took out those three mods and ran the life raft mission. Unfortunately, I got home way too late yesterday to do anything but rearrange my mod list and update the UI mod.
For most of us with this problem, the fix is simply go to the SH5/data/cfg/contacts.cfg--open it with notepad and make sure this line reads 60! The same with the precise line, make sure this reads 15. This will fix most of the soundman problems that the Kaleuns are having.
There are several mods that have changed this and you'll need to find those as well 'cause everytime you load the mod, that contacts.cfg gets overwritten.
I hope that swtching my mods around and updating the UI will help.
I'll post again when I test.
Will I be able to access this mission?
Thanks
D40

Trevally.
07-18-12, 01:53 PM
So, In a nutshell, your soundman was working, right? You didn't have to adjust anything.

Well - this is the problem - I don't think this is working as it should.
I think the sound guy should shout out as soon as the hydro line first appears.
Something is stoppoing him or there is no trigger.

When the contact is lost (passing the bow) and then found again - this does seem to be a trigger to get him to call out and he will then continue to call.

I am sure this counld be fixed by a script where when hydro line is drawn - sound man jumps in and starts calling out the bearings.

This could however be annoying if this happens with friendly ships - so could perhaps be linked to the travel button:hmmm:

:ping:Perhaps TDW could look at this when he has time and add it to his UI:D


Will I be able to access this mission?
Thanks
D40


https://rapidshare.com/files/103820215/Hydrotest.7z
:up:

Dogfish40
07-18-12, 02:10 PM
[/FONT]

Well - this is the problem - I don't think this is working as it should.
I think the sound guy should shout out as soon as the hydro line first appears.
Something is stoppoing him or there is no trigger.

When the contact is lost (passing the bow) and then found again - this does seem to be a trigger to get him to call out and he will then continue to call.

I am sure this counld be fixed by a script where when hydro line is drawn - sound man jumps in and starts calling out the bearings.

This could however be annoying if this happens with friendly ships - so could perhaps be linked to the travel button:hmmm:

:ping:Perhaps TDW could look at this when he has time and add it to his UI:D





https://rapidshare.com/files/103820215/Hydrotest.7z
:up:

Question for you Trev.
Did you check your contacts.cfg file? SH5/data/cfg/contacts.cfg. Open it up ans check the two lines ; Imprecise sensor contacts= should be 60 / Precise sensor contacts= should be 15. Even though someone stated that these are for radar, they had a direct effect on the soundman.
If these are already set to those numbers, never mind this, the file is correct. If not, set those two parameters and try the mission again.
This goes for everyone who may be having soundman problems.
In a little while, I'm going to see if my adjustments to my mod soup are working at all. I did rearrange quite a bit + upgraded a couple things so...we'll see.
If it does work I'll be closer to knowing where the culprit file is. :hmmm:
D40
PS; thanks for the mission :yeah:

Trevally.
07-18-12, 02:55 PM
My contact.cfg:-


; Edited by TheDarkWraith for NewUIs_TDC_6_9_0
; Edited on 11/06/2011 @ 1100

[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=1000 ;[>0] kilometers
Display Range To Important Radio Contacts=3500 ;[>0] kilometers
Decay Time For Important Radio Contacts=172800 ;[>0] seconds
Decay Time For Opportunity Radio Contacts=64800 ;[>0] seconds
Decay Time For Imprecise Sensor Contacts=60 ;[>0] seconds was 600
Decay Time For Precise Sensor Contacts=15 ;[>0] seconds was 60
Decay Time For HighPrio Radio Contacts=259200
Single Contact Min Size=1 ;[>0] minimum numbers of units in this type of group
Small Contact Min Size=2 ;[>0] minimum numbers of units in this type of group
Medium Contact Min Size=4 ;[>0] minimum numbers of units in this type of group
Large Contact Min Size=9 ;[>0] minimum numbers of units in this type of group
[ContactRange]
;under the (right) value a contact is considered as:
Short=1000 ;[m]
Medium=3000 ;[m]
Long=20000 ;[m]
[ContactSpeeds]
;less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]


Looks ok:hmmm:

BruceLee
07-18-12, 08:42 PM
Same problem. My guy almost never calls out new hydrophone contacts. I play with contact markers disabled, so the only way for me to be informed the instant a contact is detected is to hotkey "Report nearest contact" to a key and spam away at it whenever I'm searching for ships to sink.
And also note that, with markers enabled, the hydrophone lines on the map show up perfectly for me as well. The detections are being made, but he refuses to let me know. Probably snickering at me behind my back as all the juicy merchants roll by, the bastard.

What I'd really like, if a fix for the issue cannot be produced, is a way to have TC automatically drop to 1 or 8 as soon as a new hydro contact is made. That would alert me to the fact that something is up, even if I get no report message from the hydrophone operator, and it would give my poor left ring finger a break from the constant spamming.

My contact.cfg is also set correctly. Mod list below :

Accurate German Flags
German Voices
MightyFine Less Annoying Footsteps 1.0
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
SteelViking's Interior Mod V1.2
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
sobers talking conning crew mod
MoraleMod
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_AltAdvSpeedGraphics_by_naights
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
OPEN HORIZONS II_full v1.9
OHIIv1.9_Patch1
Trevally Automated Scripts v0.6
North Atlantic Green 1.1
My_Mixed_SoundMod_2.1

Dogfish40
07-18-12, 11:40 PM
My contact.cfg:-


; Edited by TheDarkWraith for NewUIs_TDC_6_9_0
; Edited on 11/06/2011 @ 1100

[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=1000 ;[>0] kilometers
Display Range To Important Radio Contacts=3500 ;[>0] kilometers
Decay Time For Important Radio Contacts=172800 ;[>0] seconds
Decay Time For Opportunity Radio Contacts=64800 ;[>0] seconds
Decay Time For Imprecise Sensor Contacts=60 ;[>0] seconds was 600
Decay Time For Precise Sensor Contacts=15 ;[>0] seconds was 60
Decay Time For HighPrio Radio Contacts=259200
Single Contact Min Size=1 ;[>0] minimum numbers of units in this type of group
Small Contact Min Size=2 ;[>0] minimum numbers of units in this type of group
Medium Contact Min Size=4 ;[>0] minimum numbers of units in this type of group
Large Contact Min Size=9 ;[>0] minimum numbers of units in this type of group
[ContactRange]
;under the (right) value a contact is considered as:
Short=1000 ;[m]
Medium=3000 ;[m]
Long=20000 ;[m]
[ContactSpeeds]
;less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]


Looks ok:hmmm:

Yeah, Thats it! Your good there. Well...one more thing, did you check the actual file in your data/cfg folder, there are one or two mods that overwrite this if you load them after TDW's UI mod. I found that out the hard way. Just sayin':D
Cheers.
D40

Dogfish40
07-18-12, 11:49 PM
Same problem. My guy almost never calls out new hydrophone contacts. I play with contact markers disabled, so the only way for me to be informed the instant a contact is detected is to hotkey "Report nearest contact" to a key and spam away at it whenever I'm searching for ships to sink.
And also note that, with markers enabled, the hydrophone lines on the map show up perfectly for me as well. The detections are being made, but he refuses to let me know. Probably snickering at me behind my back as all the juicy merchants roll by, the bastard.

What I'd really like, if a fix for the issue cannot be produced, is a way to have TC automatically drop to 1 or 8 as soon as a new hydro contact is made. That would alert me to the fact that something is up, even if I get no report message from the hydrophone operator, and it would give my poor left ring finger a break from the constant spamming.

My contact.cfg is also set correctly. Mod list below :

Hey BruceLee.
You see...Yours is the perfect example of a soundman that should be working. I can only suggest until I find that culprit file that you switch around some of your mods. I know you've probably already tried to optimize this but for now, I would place the UI mod a bit further up, say above the MFSM/MCCD mods. I'm trying this as well now. I am on a quest, I just gotta' get "Benni" to work else he's gonna' get shot for dereliction of duty and also I don't wanna' see him cry:O:
D40

TheDarkWraith
07-19-12, 12:52 AM
[/FONT]
I am sure this counld be fixed by a script where when hydro line is drawn - sound man jumps in and starts calling out the bearings.

This could however be annoying if this happens with friendly ships - so could perhaps be linked to the travel button:hmmm:

:ping:Perhaps TDW could look at this when he has time and add it to his UI:D

https://rapidshare.com/files/103820215/Hydrotest.7z
:up:

Scriptmanager does not expose anything that relates to bearing lines or when contacts appear on the maps.

Hey BruceLee.
You see...Yours is the perfect example of a soundman that should be working. I can only suggest until I find that culprit file that you switch around some of your mods. I know you've probably already tried to optimize this but for now, I would place the UI mod a bit further up, say above the MFSM/MCCD mods. I'm trying this as well now. I am on a quest, I just gotta' get "Benni" to work else he's gonna' get shot for dereliction of duty and also I don't wanna' see him cry:O:
D40

What's the best way to kill a lot of time when you have nothing but time to waste? OllyDebug! I had many hours of flight from down south in Mexico to home so I decided to look into this sonarman problem. A little under 3 hours into it I finally narrowed down the routine that is called when a sonar contact is detected. A few minutes later I had a patch that made the sonarman call out everytime a new contact line is drawn on the map. Preliminary testing results are good so I'll release the patch for this tomorrow. Then you all can test it extensively to see what the negative side effects are (I don't foresee any but you never know! case in point: sub on bottom patch). Right now I need to get some sleep :dead:

BruceLee
07-19-12, 03:01 AM
Well how about that. MUCH appreciated. Will this new patch modify SH5's exe though? I have the Steam version, which means I can't use your other exe patcher. Would hate to miss out on this fix!

TheDarkWraith
07-19-12, 08:31 AM
Well how about that. MUCH appreciated. Will this new patch modify SH5's exe though? I have the Steam version, which means I can't use your other exe patcher. Would hate to miss out on this fix!

Yep, it requires a mod to the SH5.exe. Being that you can pick up the DVD version for ~$5 from Amazon.com there's no reason to be using the Steam version anymore :yep:

Dogfish40
07-19-12, 08:52 AM
Hopefully, if worse comes to worse, you can get the patch and insert the files manually right? I mean , a patch is nothing more than a collection of one or more files to place some where in the data folder. You just hope that it's not 400 files :O:
This shouldn't be a huge change, but thank God for TDW, he's got a gift with this stuff. I am still looking through sensor files that turn up nothing.
We'll see when TDW's patch comes and then help everybody get "Benni" (a little too close to Bernard) working again.
Cheers.
D40

Hey TDW, My god, thanks. I'm still stuck looking at sensor files that haven't helped a bit so far.
As far as the steam version, is there no way for them to manually insert the changes? Os does an .exe type patch negate this?
By the way, I can't thank you enough, I must admit, I was getting bogged down, everytime I found an answer to something I got twice as many new questions.
Thanks again mate!! :up::up:

TheDarkWraith
07-19-12, 09:01 AM
As far as the steam version, is there no way for them to manually insert the changes? Os does an .exe type patch negate this?

There are two problems with the Steam verison of the game:
1) Steam uses a form of self-modifying copy protection (obfuscator) that unpacks the game when you run it. Thus it's very complicated to try and make any changes to the code.
2) I don't have/use the Steam version of the game. If I did then I could make a DLL file that could be injected into the game to make the changes (but this DLL would have to be injected every time the game was run). The cost/reward relationship for this though is very low and isn't worth the time/effort to make even if I had the Steam version due to Amazon.com selling the game for ~$5. If the game was still ~$50 then it would be worth the time/effort :)

I'm putting together the patch currently. Not only does the soundman call out every new bearing line but the messagebox gets a message about it also.

TheDarkWraith
07-19-12, 10:02 AM
Turns out this function that handles the new sonar contacts also handles many other things (aircraft spotted, smoke on the horizon, etc.). Very interesting function :hmm2: I'm playing with it currently trying to figure out how it determines all these different items.

Dogfish40
07-19-12, 10:43 AM
Turns out this function that handles the new sonar contacts also handles many other things (aircraft spotted, smoke on the horizon, etc.). Very interesting function :hmm2: I'm playing with it currently trying to figure out how it determines all these different items.

Hi TDW.
I edited my post as some of this was obsolete anyway. I am chomping at the bit. The extras that you mentioned that this file handles seems like it makes sense due to the other sysmtoms I'm having. Again my watchcrew seem a bit intermittent as well.
So, to list the symptoms;
1. In Port (or proximity): Watchcrew functions normally w' messagebox data/ Ships spotted and aircraft.
Hydrophone functions but no "Benni" and no Messagebox data
2. Over 25+km outside port: Hydrophone lines functional but no soundman and no messagebox info. When prompted, Soundman only calls out follow target/follow warship. On report contacts prompt/messagebox only
Thanks again, Intrigued, as always.
D40 :salute:

TheDarkWraith
07-19-12, 11:42 AM
Well the patch I'm going to release for this also wakes up the watch crew. Pretty cool. I ran my ASW test mission which starts with sub submerged and periscope raised. I lowered the scope and sonarman let me know about sonar contact and got a messagebox entry about it. I raised the scope and watch crew let me know of a ship sighted and got a messagebox entry about it (not too thrilled about this one because sub was submerged and I'm the only one looking through the scope - this can be fixed with another patch though).

TheDarkWraith
07-19-12, 12:19 PM
You can find the new crew wake-up patch here: http://www.subsim.com/radioroom/showpost.php?p=1911419&postcount=623

Let me know about any problems :up:

Maki4444
07-19-12, 12:31 PM
Well the patch I'm going to release for this also wakes up the watch crew. Pretty cool. I ran my ASW test mission which starts with sub submerged and periscope raised. I lowered the scope and sonarman let me know about sonar contact and got a messagebox entry about it. I raised the scope and watch crew let me know of a ship sighted and got a messagebox entry about it (not too thrilled about this one because sub was submerged and I'm the only one looking through the scope - this can be fixed with another patch though).

Hey TDW.

Great work on fixing the problem :yeah:
Just a quick question. Does the patch maybe spice up some thing for the DVD version as well??

TheDarkWraith
07-19-12, 12:36 PM
Hey TDW.

Great work on fixing the problem :yeah:
Just a quick question. Does the patch maybe spice up some thing for the DVD version as well??

It only works on the DVD version. I don't support Steam versions of the game :yep:

This patch has to be tested extensively so we know what the ill side-effects are (if any). I found one side-effect (watch crew calling out ship sighted when submerged and periscope raised and a ship was nearby)

Dogfish40
07-19-12, 12:55 PM
You can find the new crew wake-up patch here: http://www.subsim.com/radioroom/showpost.php?p=1911419&postcount=623

Let me know about any problems :up:

I've Got to wait till I get home tonight. I wish I could bug out of here so I could load up this thing....
TDW!!! Thanks in advance, I know it's going to happen. I'll give you my report most likely tomorrow.
I'm so bloody excited I'm about to have a moment, wait...Well, I'm still at work so I've gotta' be cool, no shouting at the top of my lungs here you know.
:up::yeah::up::yeah: You are the :know:
D40

TheDarkWraith
07-19-12, 12:57 PM
Someone test this patch with the radar. It appears it will wake-up the radar operator also when he notices a contact on the radar screen :up:

Dogfish40
07-19-12, 01:17 PM
Well the patch I'm going to release for this also wakes up the watch crew. Pretty cool. I ran my ASW test mission which starts with sub submerged and periscope raised. I lowered the scope and sonarman let me know about sonar contact and got a messagebox entry about it. I raised the scope and watch crew let me know of a ship sighted and got a messagebox entry about it (not too thrilled about this one because sub was submerged and I'm the only one looking through the scope - this can be fixed with another patch though).

Didn't SH4 have a thing like that, I would raise the scope and someone would callout ship sighted or aircraft spotted. I don't know if it bothered me all that much but yeah, if it can be fixed, all the more power to this patch!!
D40 Currently Stoked :D

Trevally.
07-19-12, 01:57 PM
It appears it will wake-up the radar operator also when he notices a contact on the radar screen :up:

Fantastic:up:

BruceLee
07-19-12, 04:49 PM
Well, I bit the bullet and purchased the DVD version. These kinds of fixes are too critical to miss out on.

Dogfish40
07-19-12, 05:14 PM
Well I installed the patch and a couple others for good measure. Nothing...I restarted the patrol from just outside the base and there are new contacts poping up all over the place, nothing from Sound or no updates in the messagebox. Watchcrew doesn't mention the U-Boat that pops into view so they seem quiet. Yet, when leaving base they mention everything!!
I put in another patch to close the hatches when F7 (battlestations) is pressed and the hatches close and open on secure stations so,...
Is it possible I missed something on the patch install. The red true/false line is set to true. I think that was it right?
Something else kinda bewilders me. I went in to my dialogs.cfg file and near the top (it's very long) the sound files/radio and more are blank in the sense that the Sound= is blank on a lot of these. Is this right??
Check it out:

[Dialog 7]
ID=24
Human=RADIO
Campaign=all
Sound=
Text=Text_Dialog_25
Delay=0.000000
[Dialog 8]
ID=25
Human=RADIO
Campaign=all
Sound=
Text=Text_Dialog_26 Is this what they're supposed to look like??
Delay=0.000000 Missing a lot of OGG.files
[Dialog 9]
ID=26
Human=RADIO
Campaign=all
Sound=
Text=Text_Dialog_22
Delay=0.000000
[Dialog 10]
ID=27
Human=RADIO
Campaign=all
Sound=data\Sound\Speech\RadioMan\Normal\MC_RR_RADI O_01_B.ogg
Text=Text_Dialog_28
Delay=0.000000
[Dialog 11]
ID=28
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_29
Delay=0.000000
[Dialog 12]
ID=29
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_30
Delay=0.000000
[Dialog 13]
ID=30
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_31
Delay=0.000000
[Dialog 14]
ID=31
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_22
Delay=0.000000
[Dialog 15]
ID=32
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_33
Delay=0.000000
[Dialog 16]
ID=33
Human=SONAR
Campaign=all
Sound=
Text=Text_Dialog_34
Delay=0.000000
[Dialog 17]
ID=34
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_35
Delay=0.000000
[Dialog 18]
ID=35
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_36
Delay=0.000000
[Dialog 19]
ID=36
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_37
Delay=0.000000
[Dialog 20]
ID=37
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_38
Delay=0.000000
[Dialog 21]
ID=38
Human=CHIEF
Campaign=all
Sound=
Text=Text_Dialog_22
Delay=0.000000
[Dialog 22]
ID=39
Human=CHIEF
Campaign=all
Sound=data\Sound\Speech\ChiefEngineer\Normal\MC_CR _CHIEF_01_A.ogg
Text=Text_Dialog_40
Delay=0.000000
[Dialog 23]
ID=40
Human=CHIEF
Campaign=all
Sound=data\Sound\Speech\ChiefEngineer\Normal\MC_CR _CHIEF_02_A.ogg
Text=Text_Dialog_41
Delay=0.000000
[Dialog 24]
ID=41
Human=CHIEF
Campaign=all
Sound=data\Sound\Speech\ChiefEngineer\Normal\MC_CR _CHIEF_03.ogg
Text=Text_Dialog_42
Delay=0.000000

Sorry to put so many in but I wanted to give enough to compare with someone elses dialogs.cfg. Do these files look right?:hmmm:
D40

TheDarkWraith
07-19-12, 08:59 PM
Is it possible I missed something on the patch install. The red true/false line is set to true. I think that was it right?

Yes, that was all you needed to do.

Let's start simple with this: http://www.mediafire.com/?nq8t5dg7y6u07l8. Unzip to your MODS folder and enable via JSGME. Play the single missing ASW testing. Ensure you have the crew wake-up patch enabled.

When you start the mission your sub will be submerged. Raise the scope and the crew should call out ship spotted and you should get a messagebox entry. Then lower the scope and the sonarman should shout out new contact and you should get a messagebox entry. Let me know if these work or not.

THE_MASK
07-20-12, 01:16 AM
Try starting a new campaign andd see if anything changes .
With Speech fixes and additions mod you should get a mesage box message if something is spotted .
Speech fixes and additions (english version)\data\Cfg\Commands
MsgOgg0_0=MC_QRF_WATCH_23;Aircraft Spotted!
MsgOgg0_1=MC_QRF_WATCH_11;Ship Sighted!
MsgOgg0_2=MC_QRF_WATCH_12;Convoy sighted!
MsgOgg0_3=MC_QRF_WATCH_13;Escort sighted
MsgOgg0_4=MC_QRF_WATCH_14;Capital ship sighted
MsgOgg0_5=MC_QRF_WATCH_16;Unknown Ship Sighted
MsgOgg0_7=MC_QRF_WATCH_24_A;Aircraft spotted! It's one of ours!
MsgOgg0_6=MC_QRF_WATCH_24_B;Firendly aircraft spotted!
MsgOgg0_8=MC_QRF_WATCH_19_A;uboot sighted!
MsgOgg0_9=MC_QRF_WATCH_19_B;Submarine sighted! It's one of ours!
MsgOgg0_10=MC_QRF_WATCH_20;Periscope sighted
MsgOgg0_11=MC_QRF_WATCH_25;Coastal defense sighted!
MsgOgg0_12=MC_QRF_WATCH_10;Smoke on the horizon
MsgOgg0_13=MC_QRF_WATCH_15_A;Task Force sighted.
MsgOgg0_14=MC_QRF_WATCH_15_B;We have a task force in sight!
MsgOgg0_15=MC_QRF_WATCH_18;Submarine sighted!

hitmanuw
07-20-12, 06:17 AM
Yes, that was all you needed to do.

Let's start simple with this: http://www.mediafire.com/?nq8t5dg7y6u07l8. Unzip to your MODS folder and enable via JSGME. Play the single missing ASW testing. Ensure you have the crew wake-up patch enabled.

When you start the mission your sub will be submerged. Raise the scope and the crew should call out ship spotted and you should get a messagebox entry. Then lower the scope and the sonarman should shout out new contact and you should get a messagebox entry. Let me know if these work or not.

when i rised up the periscop the the crew doesnt say anything also when ill lower the perisop the cre doesnt say anything :(

Paco
07-20-12, 06:57 AM
Hi,

the patch works on my installation. I get a clean message in the message-box and the audio-message while I look thru the persicope. After that, teleport to sonar-man and he reports me a fast contact, freighter, etc.

So, works fine for me.

Thanks,
Paco.

null8fuff10
07-20-12, 07:48 AM
Yes, that was all you needed to do.

Let's start simple with this: http://www.mediafire.com/?nq8t5dg7y6u07l8. Unzip to your MODS folder and enable via JSGME. Play the single missing ASW testing. Ensure you have the crew wake-up patch enabled.

When you start the mission your sub will be submerged. Raise the scope and the crew should call out ship spotted and you should get a messagebox entry. Then lower the scope and the sonarman should shout out new contact and you should get a messagebox entry. Let me know if these work or not.

Clean fresh sh5.exe 1.2 installed
Crew wake-up enabled; entry TRUE in Patcher
Started ASW Testing mission

Scope raised - no call out and no messagebox entry
Scope down - no call out and no messagebox entry
:hmmm:


http://img9.imageshack.us/img9/5185/sh5img20120720152028.jpg

http://img703.imageshack.us/img703/613/sh5img20120720152148.jpg




Activated Mods:
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch2
Shadow Improvement ModLR
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_2_Patch_ByTheDarkWraith
OPEN HORIZONS II_full v1.9
OHIIv1.9_Patch1
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
Church's Compass Dials Mod v2.2 - Option Two
BearingOverlay_v1_2_Big_null8fuff10
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_2
Magnetic Sensor 4m
SM_ASW


Regards
null8fuff10

TheDarkWraith
07-20-12, 08:17 AM
For those of you whose crew doesn't 'wake-up' have you tried disabling all mods, ensuring the crew wake-up patch is installed, and then running the ASW test mission to see if the crew shouts out contacts and you get messagebox entries? :hmmm:

I have two confirmations that the patch is working correctly currently, Paco and myself, so for those of you who it isn't working it has to be an installation/mod issue.

Dogfish40
07-20-12, 08:35 AM
Hi all,
A brand new day. TDW, I did a reinstall last night (x-ept for game saves so it left some of the good stuff in the mods folder).
Played the ASW testing mission. "Benni" spoke up immediately with messagebox of course, so that is great, I think the soundman's back on line. However, when I raised the scope nothing happened, which in a way, is also good, 'cause we really don't want anyone else to be ship spotting through a periscope that I am using as TDW mentioned awhile back. Though, I was supposed to get a callout, which is not good.
So, Benni appears a bit happier, but now I'm going to shoot my watchcrew.
I am going to try Trevally's missions again tonight when I get home, and then play with this all weekend to see if there is something else amiss.
My friend Hector that some of you know tells me that his stuff is working fine so I'm also going over his mod soup to see if there is something else I can rearrange,
or Maybe there is a harsher setting for the patch.
Before I make any real conclusions about the watchcrew though, I really need to play a bit more. As far as Sobers suggestion, I have been hanging out at the beginning of this patrol so I can start it from the top each time I make a change, so I thank you there Sob, advice well taken. I checked the dialog.cfg file which had been replaced on install and it was the same so nothing there, yet anyway. It's just that there is so many missing addresses in that file, it looks weird.
SO, My new question, why is my watchcrew so talkative in port and after a certain distance they clam-up. I am also going to take a differant approach to the dark side of England so I can get some aircraft action and see how my crew reacts to aircraft. I've gat a few more comments but enough for now. TDW, it's almost there, for me at least, again, I thank you Brother, this is really going to help the immersion in this game. :up:
D40

Dogfish40
07-20-12, 08:39 AM
Try starting a new campaign andd see if anything changes .
With Speech fixes and additions mod you should get a mesage box message if something is spotted .
Speech fixes and additions (english version)\data\Cfg\Commands
!

You know, now that I think about it. Why not. I'll get another VIIB in time, maybe I should just punt. I may work a bit more tweeking stuff, and I'll see if TDW's has more suggestions, then maybe I'll just punt so I'm not using the save files ect.
:up:

null8fuff10
07-20-12, 08:50 AM
For those of you whose crew doesn't 'wake-up' have you tried disabling all mods, ensuring the crew wake-up patch is installed, and then running the ASW test mission to see if the crew shouts out contacts and you get messagebox entries? :hmmm:

I have two confirmations that the patch is working correctly currently, Paco and myself, so for those of you who it isn't working it has to be an installation/mod issue.


Hi TDW,

you know the MODs are essential to making this game playable. Without them ... the DVD is not more than a coaster.

Anyway, I will disable everything and then enabling piece by piece to check when the failure will come up. I will report later :salute:

Many thanks for solving this sonarman bug!!!! :yeah:

Paco
07-20-12, 09:09 AM
I have two confirmations that the patch is working correctly currently, Paco and myself, so for those of you who it isn't working it has to be an installation/mod issue.

Hi,

I have tested it with Your ASW-TestMission. There I got the merchant as visual-conact spotted thru the periscope and as sonar-contact with the messages in the message-box. But nothing more, only the merchant.

Back in Campaign now, I have a visual contact about 3000 meters with two freighters while being surfaced. But my crew ignores them. :/\\!!

Diving to 20 or 30 meters, going to sonarman, he does not hear anything. Selfcontrolling the hydrophone, I hear 2 freighters clearly around 30 degrees... :hmmm:

Hm, I could test the ASW mission again with some Screenshots if needed.

Paco.

TheDarkWraith
07-20-12, 09:17 AM
I think Sober found the other factor in this debacle which is the watchstander's CurrentStatus.

Open up your \Documents\SH5\data\Users\save game\ActiveUserPlayerUnits.upc file with Notepad. Find these entries:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
Look for CurrentStatus. What does it say?

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
Look for CurrentStatus. What does it say?

:hmmm:

Dogfish40
07-20-12, 09:26 AM
I think Sober found the other factor in this debacle which is the watchstander's CurrentStatus.

Open up your \Documents\SH5\data\Users\save game\ActiveUserPlayerUnits.upc file with Notepad. Find these entries:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
Look for CurrentStatus. What does it say?

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
Look for CurrentStatus. What does it say?

:hmmm:

As soon as I get to my game box at home, I will do this! This sounds interesting.
D40
Also, I know this is backtracking a bit but, I recently changed the status of my hydrophone to surface listening as well to improve my chances of hits while we are all working on this. I thought that doing so, I could get a contact, then backtrack and use the contact to experiment with.
So, My question, when I get a surface contact from the hydrophone, should I hear the soundman and get a message, or does the watchcrew override his status?
D

Paco
07-20-12, 09:30 AM
I think Sober found the other factor in this debacle which is the watchstander's CurrentStatus.

Open up your \Documents\SH5\data\Users\save game\ActiveUserPlayerUnits.upc file with Notepad. Find these entries:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
Look for CurrentStatus. What does it say?

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
Look for CurrentStatus. What does it say?

:hmmm:

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
CurrentStatus=ON_DUTY

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
CurrentStatus=ASLEEP

But its File \User\Paco\Documents\SH5\data\Users\Paco\AcitveUse rPlayerUnit.upc.

I this the right one?

Paco
07-20-12, 09:40 AM
Hi,

what about Your Mod:

TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0

I have this one active in my Mod-Soup. Should we deactivate him?

Greets,
Paco.

TheDarkWraith
07-20-12, 09:54 AM
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
CurrentStatus=ON_DUTY

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
CurrentStatus=ON_DUTY
But its File \User\Paco\Documents\SH5\data\Users\Paco\AcitveUse rPlayerUnit.upc.

I this the right one?

Make the change above to
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
and redo your test and see if the sonarman isn't 'alive' now.

And yes, deactivate the no hydrophone on surface mod

Dogfish40
07-20-12, 09:55 AM
Hi,

what about Your Mod:

TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0

I have this one active in my Mod-Soup. Should we deactivate him?

Greets,
Paco.

Hi Paco,
I don't think you need to change your status as most people use this function. I only changed it for the purpose of getting more contact hits to test with. After the issue is resolved, I'll go back to no Hydro on surface. So, in a way it's even more important that the soundman is working underwater, youknow?!
Just my two sence.:O:
D40

TheDarkWraith
07-20-12, 09:58 AM
Looks like it's time to write an app for editing the crew files :hmm2:

Paco
07-20-12, 10:25 AM
Make the change above to
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
and redo your test and see if the sonarman isn't 'alive' now.


Hi,

doesn't work for me:wah: Sonarguy is alive but doesn't hear anything. If I tell him to follow a target, he will follow him. But he doesn't find any contact by himself.

Also the sonarlines aren't displayed on the maps.:hmmm:

TheDarkWraith
07-20-12, 10:27 AM
Hi,

doesn't work for me:wah: Sonarguy is alive but doesn't hear anything. If I tell him to follow a target, he will follow him. But he doesn't find any contact by himself.

Also the sonarlines aren't displayed on the maps.:hmmm:

Did you have the no hydro on surface mod disabled?

Paco
07-20-12, 10:37 AM
Did you have the no hydro on surface mod disabled?


Yes I did.

Testing with the testmission:

The Sonarguy is not able to detect the freighter by himself. If I raise the scope, short time later, he is also be able to hear the contact. :ping:

TheDarkWraith
07-20-12, 11:05 AM
Yes I did.

Testing with the testmission:

The Sonarguy is not able to detect the freighter by himself. If I raise the scope, short time later, he is also be able to hear the contact. :ping:

Something isn't right in your setup then. It sounds like the no hydro on surface mod is still installed even though JSGME says it's not (sounds like JSGME hiccuped again)

0rpheus
07-20-12, 11:10 AM
Looks like it's time to write an app for editing the crew files :hmm2:

Love the way that one thing leads you to another which leads you to another... you'll have recoded the whole thing before long! :har: Top work as always TDW, if I get a minute over the next few days I'll test it too :up:

hitmanuw
07-20-12, 11:41 AM
when ill go for the first time to mission the crew doesnt say anything but after ill log out to main menu and go back to mission the crew members will start to say "ship spoted bla bla bla"
i try it only with 1 mod NewUIs_TDC_6_9_0_ByTheDarkWraith
and each time when i log for the first time in game the soundman doesnt say anything and afert ill log out to main menu and log back to mission will start to talk say "ship spoted bla bla"

TheDarkWraith
07-20-12, 11:43 AM
when ill go for the first time to mission the crew doesnt say anything but after ill log out to main menu and go back to mission the crew members will start to say "ship spoted bla bla bla"
i try it only with 1 mod NewUIs_TDC_6_9_0_ByTheDarkWraith
and each time when i log for the first time in game the soundman doesnt say anything and afert ill log out to main menu and log back to mission will start to talk say "ship spoted bla bla"

Interesting find. So it appears to be another one of those load-reload bugs. Wonderful :shifty:

null8fuff10
07-20-12, 12:39 PM
Interesting find. So it appears to be another one of those load-reload bugs. Wonderful :shifty:

Time to say :har: I love this game :oops: Sorry, but your comment says everything "Wonderful"

Load - reload ... same with my configuration .... :rotfl2:

TheDarkWraith
07-20-12, 12:50 PM
Load - reload ... same with my configuration .... :rotfl2:

Everything is now working for you after load reload?

Dogfish40
07-20-12, 12:51 PM
Time to say :har: I love this game :oops: Sorry, but your comment says everything "Wonderful"

Load - reload ... same with my configuration .... :rotfl2:

I was using TDW's ui what is it... 6.9 but I upgraded it, Your's may be a simple fix. Try upgrading The UI mod to 7.1
I think it's important, anyway. Hope it helps.
D40 :salute:
PS; I wonder if I really ever tryed to load reload on purpose....?!

Maki4444
07-20-12, 12:57 PM
Well if it's just a load reload problem....it's not such a big deal, right? As long as the patch works in the end :)

I would love to test it except my computer is a bit messed up so I am waiting to do a format and then a 100% clean install of everything for the new and improved sh5 experience wohoo :D

null8fuff10
07-20-12, 01:26 PM
Everything is now working for you after load reload?

Sure - load - back to main menu - load ... and Mr. Benni crys out the contact and messagebox filled with letters when stairing up the ladder to persicope.

TheDarkWraith
07-20-12, 01:28 PM
Sure - load - back to main menu - load ... and Mr. Benni crys out the contact and messagebox filled with letters when stairing up the ladder to persicope.

And if you disable the crew wake-up patch what happens? :06:

null8fuff10
07-20-12, 01:30 PM
And if you disable the crew wake-up patch what happens? :06:


one sec

same effects ... load - reload and SonarBenni doesn't make a secret of locating contacts, he reports what he finds

Trevally.
07-20-12, 01:49 PM
I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found

Dogfish40
07-20-12, 02:21 PM
I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found

And one thing I did find out last night when playing the test missions, (both yours and TDW's) was that the mods are already helping the soundman work. In other words, when I canned the mods (all of them), the soundman, watchcrew didn't report anything. (This is with the patch activated). I tried with each mission and got no reports, so the mods seem to be helping already. So, I hope we may be close to finding that last key. Again, I will check on that Crew compartment file when I get home. Trev, The fact that you turn and turn back again is weird but what about my usual hydrophone, I'm using the Balken-Garet, the one that has no blind spots, so I don't know how I would reaquire to test this exept to back up or circle round, anyway, more will be revealed!
D40:hmmm:

TheDarkWraith
07-20-12, 02:54 PM
I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found

That is exactly what the patch is supposed to fix, this aquire-reacquire bug. The patch forces the game to evaluate the contact no matter what.

Dogfish40
07-20-12, 05:54 PM
Make the change above to
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
and redo your test and see if the sonarman isn't 'alive' now.

And yes, deactivate the no hydrophone on surface mod

TDW. I looked this up, and Benni is asleep, should I try changing this?
If so, will it revert again??

TheDarkWraith
07-20-12, 05:54 PM
New version of crew wake_up patch coming. I figured out how to overcome the load, reload bug regarding crew :D

TheDarkWraith
07-20-12, 05:55 PM
TDW. I looked this up, and Benni is asleep, should I try changing this?
If so, will it revert again??

Changing it will do nothing. Already spent hours chasing that down to no effect. New version of crew wakeup will hopefully put an end to this bug for good...

TheDarkWraith
07-20-12, 06:03 PM
Well I got the sonarman to wake-up without having to load, reload :D Man he was on the ball! Soon as the ASW test mission started he was calling out the contact that was near. He failed to call out the long range contacts when they came into range though so I'm looking into why now...

The great thing was when the contact went into the sub's dead area he lost contact as expected. When it came out of the dead area he was all over it reporting new contact again!

The \data\Cfg\Contacts.cfg file will have a big impact on this re-acquiring from dead area.

Dogfish40
07-20-12, 06:47 PM
Changing it will do nothing. Already spent hours chasing that down to no effect. New version of crew wakeup will hopefully put an end to this bug for good...

One more thing though, when I call on the watch crew (or the soundman) to give me the closest contact you know. I get a message box answer only, but no sound byte. Is that supposed to be that way. Benno will follow contact with sound and message box. But no Report closest merchant ect.
D40 (gotta' go, be back shortly) :salute:

TheDarkWraith
07-20-12, 07:00 PM
One more thing though, when I call on the watch crew (or the soundman) to give me the closest contact you know. I get a message box answer only, but no sound byte. Is that supposed to be that way. Benno will follow contact with sound and message box. But no Report closest merchant ect.
D40 (gotta' go, be back shortly) :salute:

I think that has to do with missing sounds and not a patch to fix. Your post here: http://www.subsim.com/radioroom/showpost.php?p=1911575&postcount=41 is probably why there is no sound (missing sound entries)

Side note: just figured out why single missions crash after a certain amount of time. Making a patch for it also to avoid this crash and CTD :D

TheDarkWraith
07-20-12, 07:50 PM
new patcher released (v1.0.44.0) that revises the Crew wake-up patch. Also adds patch to fix CTD in single missions after some period of time.

Dogfish40
07-20-12, 08:33 PM
new patcher released (v1.0.44.0) that revises the Crew wake-up patch. Also adds patch to fix CTD in single missions after some period of time.

Checkin' it out.
Thanks
PS: As for missing sound files though, I just reinstalled the game last night and checked that file and it looked the same. So I'm not sure if the files are actually missing or just not getting triggered.
I have to find out how the files are actually cued. I've seen a file or two with tons of .ogg files with all kinds of dialogue. I wonder if the German version has all the dialogue... just a thought. Anyway, that dialogue .cfg file looked to me at first like this very thing. The mechanism that triggers or cues the dialogue, but heck, I'm just learning some of this and I can't tell.
More shall be revealed.
Downloading your Patch, :up:
Thanks TDW
D40 :salute:

TheDarkWraith
07-20-12, 08:36 PM
Downloading your Patch, :up:
Thanks TDW
D40 :salute:

Let me know if it wakes up your sonarman (and crew) or not :up:

TheDarkWraith
07-20-12, 08:45 PM
I'm starting a new campaign with all my patches enabled to see how my crew reacts with the new patch. Also testing out my new GTX690 (arrived today) :D

TheDarkWraith
07-20-12, 09:31 PM
Sonarman and crew still aren't doing their job :shifty: I'll have to run the debugger while playing the game in campaign to see why now...Everything works perfect in single missions...

Dogfish40
07-20-12, 09:53 PM
Sonarman and crew still aren't doing their job :shifty: I'll have to run the debugger while playing the game in campaign to see why now...Everything works perfect in single missions...

Yes, Definitely. I'm getting almost everything perfect in the single missions.
By the way, I was getting an error message using the generic patcher;
'File version different than expected' , this is when I went to load the new one. I thought I had loaded it fine but when I got no difference in the watch I went to double check it. I disabled everything then when I went to re-enable the patch I got this message. I couldn't do anything to make it work. However I could load yesterdays patch again or the collisions patch works OK. What did I screw up??:O:
D40

TheDarkWraith
07-20-12, 09:56 PM
Yes, Definitely. I'm getting almost everything perfect in the single missions.
By the way, I was getting an error message using the generic patcher;
'File version different than expected' , this is when I went to load the new one. I thought I had loaded it fine but when I got no difference in the watch I went to double check it. I disabled everything then when I went to re-enable the patch I got this message. I couldn't do anything to make it work. However I could load yesterdays patch again or the collisions patch works OK. What did I screw up??:O:
D40

Sober's having same problem. I'm updating patcher again here in a few because I see what needs to be done for the crew to wakeup in campaigns (had to use debugger while in campaign) :up:

TheDarkWraith
07-20-12, 11:05 PM
Problems fixed. Crew is now alive in campaigns. See my patcher thread in SH5 mods forum for new version :up:

The only 'issue' left with this crew wakeup patch is removing the TC penalty. Anything over TC32 appears to be a random chance if they 'see/hear' anything. TC32 or lower they 'see/hear' everything...

Dogfish40
07-21-12, 02:58 AM
Problems fixed. Crew is now alive in campaigns. See my patcher thread in SH5 mods forum for new version :up:

The only 'issue' left with this crew wakeup patch is removing the TC penalty. Anything over TC32 appears to be a random chance if they 'see/hear' anything. TC32 or lower they 'see/hear' everything...

:up::up::up::up:
D40
PS; TDW, Do we have to do any disabling of previous patches or parts before installing over those?

Paco
07-21-12, 03:26 AM
Problems fixed. Crew is now alive in campaigns. See my patcher thread in SH5 mods forum for new version :up:


Hi TDW,

I will going to test it in the afternoon. Last night, I have checked my Mod-Soup to prevent errors from that side.

Thanks a lot for Your work. :yeah:

Greets,
Paco.

hitmanuw
07-21-12, 04:32 AM
now it's work fine ty TDW great job
have a nice day :)

Dogfish40
07-21-12, 04:47 AM
Well, My soundguy is definitely fixed with the patch enabled. Now my Watch crew are gone completely:dead:, including in port. Not even message box contact reports. So my watch is gone and I am completely puzzled. I disabled the patches and they are still gone. Puzzled.
:06:
Dang, we fixed Benno though:O:
I might have to reinstall again as I didn't backup, but maybe thers a way to get around that...
It's late...
D40

THE_MASK
07-21-12, 05:46 AM
Well, My soundguy is definitely fixed with the patch enabled. Now my Watch crew are gone completely:dead:, including in port. Not even message box contact reports. So my watch is gone and I am completely puzzled. I disabled the patches and they are still gone. Puzzled.
:06:
Dang, we fixed Benno though:O:
I might have to reinstall again as I didn't backup, but maybe thers a way to get around that...
It's late...
D40Delete the save game folder and start a new career with the new patch enabled .

null8fuff10
07-21-12, 06:07 AM
Thanks TDW - Everything works fine, also when some Mods are enabled. I don't see any curios right now.

Can someone please let me know, how to enable Benni's hydro abilities when sub is surfaced :oops: Not realistic, but very helpful on finding new targets .. hehe.

TheDarkWraith
07-21-12, 08:24 AM
Besides Dogfish40's lost watch crew (must have been swept overboard :O:) how are the watch crew reacting with the new crew wakeup patch? They should be more responsive. Has anyone noticed anything with the radar operator and the new patch :06:

Sartoris
07-21-12, 08:37 AM
TDW, could you please clarify - is the No hydro on surface mod still necessary with this patch/improvement?

TheDarkWraith
07-21-12, 08:38 AM
TDW, could you please clarify - is the No hydro on surface mod still necessary with this patch/improvement?

That's your call. If you want the sonarman to be calling out contacts while surfaced then don't install the mod. If you want him to be silent while surfaced then install the mod :up:

Trevally.
07-21-12, 10:11 AM
My sonar man is calling out when hydro shows a contact line:woot:

I have been testing the radar.
My radar first picked up the large tanker (head on - so small profile) at 7500m.
The radar range is 16km.
I have never seen a map line drawn due to radar - only with radar receiver.
The radar only finds the target in about 1 in every 5 sweeps.
No call out or message.
I think this is due to radar having a % find target chance too high
or like in the hydro before TDW fixed it - too narrow a band to spot it:hmmm:

This test was done in good light and my crew could already see and had marked the target - so that may be why no line on map, but the 1 in 5 sweeps is still an issue:hmmm:

I will make a new test in heavy fog:up:

TheDarkWraith
07-21-12, 10:19 AM
My sonar man is calling out when hydro shows a contact line:woot:

I have been testing the radar.
My radar first picked up the large tanker (head on - so small profile) at 7500m.
The radar range is 16km.
I have never seen a map line drawn due to radar - only with radar receiver.
The radar only finds the target in about 1 in every 5 sweeps.
No call out or message.
I think this is due to radar having a % find target chance too high
or like in the hydro before TDW fixed it - too narrow a band to spot it:hmmm:

This test was done in good light and my crew could already see and had marked the target - so that may be why no line on map, but the 1 in 5 sweeps is still an issue:hmmm:

I will make a new test in heavy fog:up:

Can you send me your test files for testing the radar? I need the files that give me a sub with radar and the test mission you were using. This way I can use the debugger ingame to see what's going on :up:

Dogfish40
07-21-12, 10:20 AM
Benno seemed to be fixed. I tried starting a new campaign and got one escort sighted callout in the dock space after we started moving, nothing, so a new campaign didn't help either. I'm doing another full install this time, sod the lot.
TDW, I can't thank you eneough for the help you.ve done the past few days. I think I've got some sick files that need to be cleaned. After I get everything back in order I'll reload the patch.
It's a drag, I really liked my boat....:damn:
D40

Trevally.
07-21-12, 10:29 AM
Can you send me your test files for testing the radar? I need the files that give me a sub with radar and the test mission you were using. This way I can use the debugger ingame to see what's going on :up:

https://rapidshare.com/files/4021355901/HydroRadar_test.7z
:up:

Tanker will start 60km away at right angles to you.
I used it to first test hydro - then turn to target and surface for radar.

I am making one with fog now - just let me know if you want that one too:up:

Trevally.
07-21-12, 10:53 AM
Tested in heavy fog with radar:woot:

First time ever i have seen this game call a contact with radar.
It did not draw a radar line, but placed a grey ship box on map.

So it did not happen last time due to my watch crew already tracking the target.

Great work TDW:woot::sunny:

The radar screen is still only showing the peak line (contact) with 1 in every few sweeps.

I will post this mission shortly if anyone wants to test

Trevally.
07-21-12, 11:00 AM
Foggy radar test mission (its called hydro test in game:doh:)
https://rapidshare.com/files/549362732/HydroRadar_test_FOG.7z

You are 46km away from tanker in heavy fog - watch crew can see nothing
Tanker is heading straight at you.
switch on your radar and set TC high
radar will call target at 7 to 8 km:up:

Sartoris
07-21-12, 11:04 AM
That's your call. If you want the sonarman to be calling out contacts while surfaced then don't install the mod. If you want him to be silent while surfaced then install the mod :up:

OK, thank you!:salute:

TheDarkWraith
07-21-12, 12:20 PM
Tested in heavy fog with radar:woot:

First time ever i have seen this game call a contact with radar.
It did not draw a radar line, but placed a grey ship box on map.

So it did not happen last time due to my watch crew already tracking the target.

Great work TDW:woot::sunny:

The radar screen is still only showing the peak line (contact) with 1 in every few sweeps.

I will post this mission shortly if anyone wants to test

Excellent! By all accounts the radar operator should've 'woken up' also from the patch change as I saw it in the exe code. Glad to know in fact he did :rock:

I'll try and track down the routine for the radar in the exe now...

TheDarkWraith
07-21-12, 12:49 PM
https://rapidshare.com/files/4021355901/HydroRadar_test.7z
:up:

Tanker will start 60km away at right angles to you.
I used it to first test hydro - then turn to target and surface for radar.

I am making one with fog now - just let me know if you want that one too:up:

What other mods do you have enabled to get radar to work on the sub?

EDIT: nevermind. Sub has to be surfaced in order to use...I'm such a ___ sometimes...

Trevally.
07-21-12, 01:47 PM
:hmmm:
Getting some odd results from the radar.

When radar is on and set to sweep - it will sweep from 0 to 360 deg
If you go into the station and then leave - it will only sweep from est 20 deg to 340 deg (only that active scan area).
This is where I have had the radar call contacts at 8km - but not every time:hmmm:
As I watch the radar - I can see the spike in the scope - but not everytime will radar call out.
Also - not every time will I see a spike:hmmm:

TheDarkWraith
07-21-12, 02:01 PM
:hmmm:
Getting some odd results from the radar.

When radar is on and set to sweep - it will sweep from 0 to 360 deg
If you go into the station and then leave - it will only sweep from est 20 deg to 340 deg (only that active scan area).
This is where I have had the radar call contacts at 8km - but not every time:hmmm:
As I watch the radar - I can see the spike in the scope - but not everytime will radar call out.
Also - not every time will I see a spike:hmmm:

It's probably because of the same thing that the hydrophone suffered from. I'm trying to track down the radar routine in the exe currently.

Trevally.
07-21-12, 02:21 PM
It's probably because of the same thing that the hydrophone suffered from. I'm trying to track down the radar routine in the exe currently.

Yes - it does look like it.
Even when I am aiming the radar straight at the target - the contact spike will fade and re-appear.

Here is the radar when it works.

1 = Range

Radar spike is in the middle or the scale marker 47 to 85. So about 65 (x100) 6500m
Actual range is 6200m


http://img43.imageshack.us/img43/320/radarlx.jpg

TheDarkWraith
07-21-12, 02:26 PM
Yeah I've seen the radar work now also. The radar operator is definitely not sleeping anymore :D Just have to find the radar routine and it will probably tell me everything I need to know.

Another interesting thing from this crew wakeup patch is the radar warning receiver should be working much better now. If it detects radar signals the radioman should pipe up and say detecting signals or detecting something but he doesn't know what :yep: We need to test that.

Trevally.
07-21-12, 02:38 PM
Another interesting thing from this crew wakeup patch is the radar warning receiver should be working much better now. If it detects radar signals the radioman should pipe up and say detecting signals or detecting something but he doesn't know what :yep: We need to test that.

Do I need a new patch to test or will the current one be ok to test this:06:

Trevally.
07-21-12, 02:49 PM
Tanker now has an escort to test radar warning
edit: mission removed

TheDarkWraith
07-21-12, 03:26 PM
Do I need a new patch to test or will the current one be ok to test this:06:

The current one will do it

Paco
07-21-12, 03:33 PM
Tanker now has an escort to test radar warning
https://rapidshare.com/files/3681153159/HydroRadar_test_FOG.7z

Hi Trevally,

sorry, but the link doesn't work.


@TDW: The patch works now, thanks! :yeah:
There was no need to start a new campaign for me. I have started with the last save in Wilhelmshaven. All contacts have been reported by the crew. Testdive near Helgoland reports the hydrophone-contacts of the harbour-patrols there. Great! :up:

Greets,
Paco.

quink99
07-21-12, 03:38 PM
Trevally,

I'm not sure if I'm the only one but for the new test, the tanker with an escort for radar testing, I keep getting a "file not found message" from Rapid Share.

Trevally.
07-21-12, 03:54 PM
Sorry guys - I took that one off as it had an error (taskforce moving - so pickup was hydro, never radar warning)

this one has a task force stopped 40km dead ahead.
When you get in range of their radar - your warnings should start
https://rapidshare.com/files/4042577035/HydroRadar_test_FOG.7z
:up:

Trevally.
07-21-12, 04:05 PM
My first radar warning test,
At 5km radar warning line drawn on map (green line)

no call out or message:hmmm:

TheDarkWraith
07-21-12, 04:38 PM
My first radar warning test,
At 5km radar warning line drawn on map (green line)

no call out or message:hmmm:

Just loaded the mission. I see why. New patch coming :rock: When radar signals are detected it will say "Detecting radar signals". No sound for it though. The radioman detected these radar signals at > 23KM!

Trevally.
07-21-12, 05:03 PM
Just loaded the mission. I see why. New patch coming :rock: When radar signals are detected it will say "Detecting radar signals". No sound for it though. The radioman detected these radar signals at > 23KM!

:up:

Any sign of what the radar bug is caused by:06:

TheDarkWraith
07-21-12, 05:05 PM
:up:

Any sign of what the radar bug is caused by:06:

Having a hard time finding the radar routine in the exe :shifty:

TheDarkWraith
07-21-12, 05:07 PM
@Trevally - when I release the next patcher version we'll need a single mission to test if the crew detects radar signals from aircraft also :yep:

Trevally.
07-21-12, 05:09 PM
@Trevally - when I release the next patcher version we'll need a single mission to test if the crew detects radar signals from aircraft also :yep:

Anyone know which planes would have radar:06:

TheDarkWraith
07-21-12, 05:12 PM
Anyone know which planes would have radar:06:

ALB_Wellington is one of them:

[Sensor 3]
NodeName=R01
LinkName=ASVMarkI
StartDate=19410101
EndDate=19430601

Note the start date of when it has radar though...


Even though there is no voice for the detecting radar signals it will drop the TC to 32.

Trevally.
07-21-12, 05:23 PM
Ok - test mission with taskforce (stopped) and aircraft on patrol
https://rapidshare.com/files/1181529618/HydroRadar_test_FOG.7z

:up:

TheDarkWraith
07-21-12, 05:26 PM
Ok - test mission with taskforce (stopped) and aircraft on patrol
https://rapidshare.com/files/1181529618/HydroRadar_test_FOG.7z

:up:

I just released new version of patcher. Have a go at it :up:

I'm looking into one more possible patch currently - depth under keel bug. Once done with that I'll try this aircraft mission.

Trevally.
07-21-12, 05:40 PM
I just released new version of patcher. Have a go at it :up:

I'm looking into one more possible patch currently - depth under keel bug. Once done with that I'll try this aircraft mission.

:yeah:

Made new mission for testing the planes radar - moved the killer taskforce further away to give the planes a chance to kill you.
https://rapidshare.com/files/2469164034/HydroRadar_test_FOG.7z
:up:

Dogfish40
07-21-12, 05:40 PM
Yes!! Watchcrew and Soundman sounding off!! X-cellant:up::up::up:
TDW, this is great!
D40

TheDarkWraith
07-21-12, 05:52 PM
Yes!! Watchcrew and Soundman sounding off!! X-cellant:up::up::up:
TDW, this is great!
D40

You should use the newest patcher, v1.0.46.0. The crew will detect radar signals from ships AND airplanes :rock: I'm kind of half amazed it's all working correctly :D

@ Trevally - I had to edit your aiplane test mission to remove the ships so there were only airplanes in it. Radar operator nailed the airplane from a good distance out. He was all over him once he detected him. Never lost that green line!

Dogfish40
07-21-12, 07:08 PM
You should use the newest patcher, v1.0.46.0. The crew will detect radar signals from ships AND airplanes :rock: I'm kind of half amazed it's all working correctly :D

@ Trevally - I had to edit your aiplane test mission to remove the ships so there were only airplanes in it. Radar operator nailed the airplane from a good distance out. He was all over him once he detected him. Never lost that green line!

Question, for you TDW. When I get the new patcher, do I just patch right over the last? What I mean is, do I have to disable any of the previous patches?
This does work very good so far, Watchcrew still saying "Smoke on the Horizen" and even got a surface contact callout from sound. Very, very gute.
Will D/L the newest but just wanted to know above, thanks again.
D40 :up::up::up:

TheDarkWraith
07-21-12, 07:10 PM
Question, for you TDW. When I get the new patcher, do I just patch right over the last? What I mean is, do I have to disable any of the previous patches?
This does work very good so far, Watchcrew still saying "Smoke on the Horizen" and even got a surface contact callout from sound. Very, very gute.
Will D/L the newest but just wanted to know above, thanks again.
D40 :up::up::up:

You have to totally disable the SH5 exe patches because I changed the no hydro patch. The SHSim and SHCollisions patches you can leave enabled.

Dogfish40
07-21-12, 07:13 PM
You have to totally disable the SH5 exe patches because I changed the no hydro patch. The SHSim and SHCollisions patches you can leave enabled.

Thanks Again, Yeah I feel like a dummy, I just now saw the note on the D/L page, so it just gives me a chance to give you another :up:.
D40

TheDarkWraith
07-21-12, 07:21 PM
Thanks Again, Yeah I feel like a dummy, I just now saw the note on the D/L page, so it just gives me a chance to give you another :up:.
D40

You do know that you can right click on a patch or the patches header and select a command from a context menu (i.e.: enable all patches, disable all patches, enable all changes, disable all changes, etc.) in the patcher app right? :06:

Dogfish40
07-22-12, 03:34 AM
You do know that you can right click on a patch or the patches header and select a command from a context menu (i.e.: enable all patches, disable all patches, enable all changes, disable all changes, etc.) in the patcher app right? :06:

No, I've been doin' it the hard way. I never thought to right click on anything in the patchs. That will sure save some time and sitting there double checking to make sure I didn't miss something! Great, now that it's the last patch for a time, DOH!!
By the by, I keep loading up and the crew is still awake and calling out everything.
This really has done the proverbial trick here. An actual fix, TDW, this was really an important one, it makes the crew seem like there actually working and alive. The immersion just took a huge step up here.
:sunny: Yes!!
Thanks , D40

Maki4444
07-22-12, 03:58 AM
Man oh man this conversation is so exciting!!! :D
I can't wait to try this out for myself!!

A big thank you to TDW, Trevally, Paco, Dogfish40 and anyone else who made this Holy Grail possible :rock:

Just imagine if German submariners had this kind of training simulator available :P

Trevally.
07-22-12, 04:59 AM
You should use the newest patcher, v1.0.46.0. The crew will detect radar signals from ships AND airplanes :rock: I'm kind of half amazed it's all working correctly :D

@ Trevally - I had to edit your aiplane test mission to remove the ships so there were only airplanes in it. Radar operator nailed the airplane from a good distance out. He was all over him once he detected him. Never lost that green line!


:yeah:
Just tested v1.046

Radar warning spotted radar signals from a plane 7 to 8km out.
My TC dropped from from 128 to 8 (this is the setting for plane spotted) so crew could tell it was a plane from the radar signal (speed of movment I guess):yeah:

The aeroplane patrol route was set to be few few km away so I did not worry about it.
Boom!
It attacked me - when did you fix this:yeah:
Planes set direct on map with patrol routes do not normally attack.
This is good news for The Bay Of Biscay in the campaign:D

So I had to shoot down the plane (my radar warning crew could follow it).

Moved north and my PC did a stutter as I loads ships.
Taskforce spotted me (by radar) 20 to 30km away and raced straight at me.
When at 8km - my radar warning let me know.
TC dropped from 128 to 32 (my ship setting)
I manned the deck gun and died soon after:dead:

7 to 8km seems to be the max distance my radar warning can detect signals.
Aeroplane and ship radars look like they can spot me from 20 km.
Would this be correct or should we detect signals from radar at the same range as the ships can send them?

Anyway great work TDW:yeah:

Maki4444
07-22-12, 05:47 AM
Hey Trevally!

Fantastic news :D

One question pops into my head. Where do you change TC drop settings?? For plane, ship and so on. You say you have 32 for ship, what if i wanted to have 1 for ship. How would I go about changing that??

Trevally.
07-22-12, 06:17 AM
Hey Trevally!

Fantastic news :D

One question pops into my head. Where do you change TC drop settings?? For plane, ship and so on. You say you have 32 for ship, what if i wanted to have 1 for ship. How would I go about changing that??

Goto - C:\Ubisoft\Silent Hunter 5\data\Cfg\Main.CFG

open with notepad and look here:-

[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=8,8192
CriticalDamage=1,1024
CrewEfficiency=128
AirEnemyDetected=1,8<<<<<<<<<
SoundEffects=2
CharacterAnim=32
FriendDetected=32,8192
EnemyDetected=8,32<<<<<<<<<<
RadioReport=32,8192
Particles=32
PrayState=8,32
HunterState=8,32
3DRender=32
Maximum=8192

When you change these it will restrict your TC in game.
So with the above, If I am close to ships (enemy detected) and try to increase TC above 64, it will goto TC 1 on the next press.

For more and better control of your TC
Use TDWs UI options.

Things to look for are:-

Time Compression tab
This one will restrict your TC to your set rate when a contact gets within a radius.
You can set the TC rate and the Radius size.

Message Box Tab
The message box messages - here you can add messages that when they appear on your message box i.e. "Detecting Radar Signals" your TC will drop.
Time compression level set when TCxonmessage triggers - here is the TC that it will drop to when one of those messages is posted.
Set time compression level defined by TCxOnMessage..... - this one will switch this feature on (select true)


:yeah:

Trevally.
07-22-12, 07:05 AM
@ TDW

I am just about to test the radar again looking at a large tanker at 90 deg in foggy weather - just to find the max range of the radar.

So far both the radar and the radar warning as a range of 8km max.
Could it be that the watch crew is in control of these sensors (surfaced)?
I am sure I have seen a setting in your options.py where the watch crew has a limit set at 8km:hmmm: (I can't find this setting in the options editor - perhaps it is edited in file only:hmmm:)

Edit: cant find it - it must have been the setting for max distance before TC drops

Could this be restricting the radar too:06:

Slow_Target
07-22-12, 07:29 AM
I was following the discussion here and I was trying to motivate Benno as well to inform me about incoming hydro contacts with the described methods.
But no way, he didn't want to talk me.:/\\!!

I ended up now with a complete re-install of SH5, cleaned all saves and removed all mods, only latest patch with version v1.046 applied.
After some days of experimental work I'm running out of ideas now.
What else could be messed up?:hmmm:

By the way I'm using the german version.

/Slow_Target

TheDarkWraith
07-22-12, 07:32 AM
@ TDW

I am just about to test the radar again looking at a large tanker at 90 deg in foggy weather - just to find the max range of the radar.

So far both the radar and the radar warning as a range of 8km max.
Could it be that the watch crew is in control of these sensors (surfaced)?
I am sure I have seen a setting in your options.py where the watch crew has a limit set at 8km:hmmm: (I can't find this setting in the options editor - perhaps it is edited in file only:hmmm:)

Nothing in the options file will control any of the sensors. I was able to detect radar signals at > 23KM. All the sensor parameters are in the \data\Objects\Sensors\UBoot_Sensors.sim file for the sub and crew. For the units it's in \data\Library\AI_Sensors.sim

TheDarkWraith
07-22-12, 07:34 AM
I was following the discussion here and I was trying to motivate Benno as well to inform me about incoming hydro contacts with the described methods.
But no way, he didn't want to talk me.:/\\!!

I ended up now with a complete re-install of SH5, cleaned all saves and removed all mods, only latest patch with version v1.046 applied.
After some days of experimental work I'm running out of ideas now.
What else could be messed up?:hmmm:

By the way I'm using the german version.

/Slow_Target

Could be you're not patched to v1.2 of the game. In data\Support\GameUpdater run the gu.exe to ensure you are patched to latest version.

Do you get messagebox entries even though the crew doesn't talk?

TheDarkWraith
07-22-12, 07:46 AM
So far both the radar and the radar warning as a range of 8km max.

I just checked in Goblin and the sub's radars have a max range of 7500m. The RWR has a max range of 20KM so what you are seeing for the radars appears correct. Don't know why your RWR isn't detecting from further out :hmmm:

Slow_Target
07-22-12, 07:51 AM
Could be you're not patched to v1.2 of the game. In data\Support\GameUpdater run the gu.exe to ensure you are patched to latest version.

Do you get messagebox entries even though the crew doesn't talk?

So I've checked my game version and I can see v.1.2.0 on the main screen.
Should be O.K.

When it comes to entries in the messagebox, there are none caused by any hydro detection.

Trevally.
07-22-12, 08:14 AM
Radar Testing

Here my radar first finds the larger tanker (90 aob)
This pic shows a power reading (Contocte?) 158
I was slow here - the first reading was about 85 to 90
http://img839.imageshack.us/img839/8168/radar1r.jpg

When "Contocte:" reached 260 - I got the radar call out.
Perhaps this could be reduced to about 100 or so to better the chance of a radar call out:hmmm:
http://img805.imageshack.us/img805/854/radar2.jpg


512 is the max ower reading you can get with this radar
Note the radar target bearing
http://img857.imageshack.us/img857/5761/radar3.jpg

Here you can see the target is bearing 357 (3 deg port)
My radar is pointing 3 deg startboard
http://img210.imageshack.us/img210/3473/radar4f.jpg


The radar bearing is wrong - it is reversed on the bearing wheel.
See here when I point radar at 357deg - no contact
http://img837.imageshack.us/img837/6749/radar5.jpg


So perhaps this power setting of 260 being the trigger could be reduced to make the radar op quicker to call out.

Fixing the radar wheel? - Is this something BigRed could look at:D

Trevally.
07-22-12, 08:25 AM
Here is a radar test mission
you are stopped 8km away (just out of range) from tanker at 90 aob
taget is to your north (straight ahead)

https://rapidshare.com/files/3181986972/Radar_Test_Mission.7z
:up:

TheDarkWraith
07-22-12, 08:53 AM
Radar Testing

Here my radar first finds the larger tanker (90 aob)
This pic shows a power reading (Contocte?) 158
I was slow here - the first reading was about 85 to 90

When "Contocte:" reached 260 - I got the radar call out.
Perhaps this could be reduced to about 100 or so to better the chance of a radar call out

512 is the max ower reading you can get with this radar
Note the radar target bearing

Here you can see the target is bearing 357 (3 deg port)


The radar bearing is wrong - it is reversed on the bearing wheel.
See here when I point radar at 357deg - no contact

So perhaps this power setting of 260 being the trigger could be reduced to make the radar op quicker to call out.

Fixing the radar wheel? - Is this something BigRed could look at:D

Interesting finds! I've been trying to figure out what this Contocte means and what it does. Looks like you figured it out. How do you know that 512 is the max :06: Radar wheel/bearing might not be easy to fix.

I'm flying to NY again today and will be there all week so I'll work on this as I have time :-?

Trevally.
07-22-12, 08:55 AM
Nothing in the options file will control any of the sensors. I was able to detect radar signals at > 23KM. All the sensor parameters are in the \data\Objects\Sensors\UBoot_Sensors.sim file for the sub and crew. For the units it's in \data\Library\AI_Sensors.sim

The radar range settings look correct at 7500m
http://www.uboataces.com/radar.shtml

:up:

Trevally.
07-22-12, 08:57 AM
How do you know that 512 is the max :06:

It reached that reading when I was about 2000m away (perhaps further)
It did not get any higher even when I was only 600m away from the tanker:up:

TheDarkWraith
07-22-12, 09:01 AM
It reached that reading when I was about 2000m away (perhaps further)
It did not get any higher even when I was only 600m away from the tanker:up:

in \data\Cfg\Sensors.cfg I think it's time we experiment with the radar values to see exactly what effect they have:

;Radar.
Radar range factor=1 ;[>=0]
Radar fog factor=0 ;[>=0]
Radar light factor=0 ;[>=0]
Radar waves factor=0 ;[>=0]
Radar speed factor=0 ;[>=0]
Radar aspect=1 ;[>=0]
Radar enemy speed=0 ;[>=0]
Radar noise factor=0 ;[>=0]
Radar sensor height factor=0 ;[>=0]
Radar already tracking modifier=10 ;[detection probability modifier]
Radar decay time=150 ;[>0] already tracking bonus decay, in seconds
Radar uses crew efficiency=false ;[true or false]

I'm really interested in knowing what affect Radar range factor and Radar aspect (different values from 0 to >=1) have on when the radioman announces a radar contact :hmmm:

Trevally.
07-22-12, 09:08 AM
Looking in the objects folder

http://img812.imageshack.us/img812/5131/radaru.jpg

This shows the range etc for the radar (and there is the sweep that I talked about above)

The "ProbInsideArc = 0.95" could this be why the radar spikes fades in and out?

hydro is also set like this, but visual is at 0.0

Would be the max setting or 0 to ensure radar spike is always shown?

TheDarkWraith
07-22-12, 09:14 AM
Looking in the objects folder


This shows the range etc for the radar (and there is the sweep that I talked about above)

The "ProbInsideArc = 0.95" could this be why the radar spikes fades in and out?

hydro is also set like this, but visual is at 0.0

Would be the max setting or 0 to ensure radar spike is always shown?

Never hurts to try but I think the radar is suffering from the same thing the hydrophone did before I patched it. I'm still trying to find the radar routine in the exe...

Trevally.
07-22-12, 09:16 AM
;Radar.
Radar range factor=1 ;[>=0] (keep range setting true at all times?)
Radar fog factor=0 ;[>=0]
Radar light factor=0 ;[>=0]
Radar waves factor=0 ;[>=0]
Radar speed factor=0 ;[>=0]
Radar aspect=1 ;[>=0] (??)
Radar enemy speed=0 ;[>=0]
Radar noise factor=0 ;[>=0]
Radar sensor height factor=0 ;[>=0]
Radar already tracking modifier=10 ;[detection probability modifier] (hmm - the more target = less accuracy?)
Radar decay time=150 ;[>0] already tracking bonus decay, in seconds (this must be how long after contact is lost before it fades from map view?)
Radar uses crew efficiency=false ;[true or false] (no crew affect?)

TheDarkWraith
07-22-12, 09:19 AM
Radar aspect is the aspect ratio of the contact. Not sure how different values for this affect the sensor. That's why I said it's time to play!

I have a vague idea of what all the other entries do but without real concrete testing to confirm it it would be total speculation.

troopie
07-22-12, 10:05 AM
@TDW, on a brief tangent, how's the GTX690?

TheDarkWraith
07-22-12, 10:10 AM
@TDW, on a brief tangent, how's the GTX690?

Better than I expected! Totally blows away my old GTX590. I had a little micro-stuttering from time to time in games with the GTX590 but not anymore with the 690. It's well worth the money. Hopefully the GK110 cards won't be out for another 6 months so I don't have to shell out big $$ again :-?

troopie
07-22-12, 10:24 AM
Totally blows away my old GTX590

Crack up, I tried to get a hold of a GTX550 in oz last year but it was too hard! We're a bit behind the times down here!

Trevally.
07-22-12, 10:53 AM
More radar testing.

Contocte does not effect call out.
Contocte is not range either - it seem to be total power of contact signals from target.
I moved towards target until it read over 200 - then backed off
It continued to go up until I reversed out or range.
Contocte - ramained on radar even when out of range.
Switching radar off on will not reset it:hmmm:


Testing the data\Objects\Sensors\UBoot_Sensors.sim I changed ProbInsideArc = 0.95 to ProbInsideArc = 0
Contact was shown on radar screen but not seen by crew or drawn on map. (TCx1+8)

Changed it to ProbInsideArc = 1
Crew could see target and marked it on map. This happened at long range 6600m (TCx1+8):yeah:
http://img841.imageshack.us/img841/7872/86327448.jpg

Tested again on map view at TCx64 - crew did not find contact
Tested again at TCx32 - crew did find contact


:hmmm:
Looks as if the radar is more effective at low TC and anything above 32 (animation limit?) - it will not see the target

Trevally.
07-22-12, 11:15 AM
Radar Warning

I changed the aabove sensor file to set radar detection to 15km and 20km (there are a few types?)
Anyway here is the file:-
https://rapidshare.com/files/1956477244/RadarWarning_Range_20km.7z

@TDW
Perhaps you can change your file in your Ui, Irai and FX whe we can find out the actual range these detectors worked from?

Here is the result
http://img37.imageshack.us/img37/1852/69220811.jpg

Bomber radar detected - called out and drawn - TC dropped to 8 :up:

TheDarkWraith
07-22-12, 11:19 AM
Tested again on map view at TCx64 - crew did not find contact
Tested again at TCx32 - crew did find contact

:hmmm:
Looks as if the radar is more effective at low TC and anything above 32 (animation limit?) - it will not see the target

This is that TC limit bug I mentioned some posts back. There are a lot of things that are TC limited I'm seeing in the exe file :shifty:

Trevally.
07-22-12, 11:26 AM
For radar detector warning ranges - here is a post about them (http://www.kbismarck.org/forum/viewtopic.php?f=36&t=2677)


The Scharnhorst also had a trainable Palau passive antenna on top of the aft rangefinder/radar hut. This was a passive detector antenna that feed intercepted signals to the Wanze automatic radar warning receiver (70cm-350cm wavelengths) and the Samos or Fanoe detector recievers. The Fanoe could automatically detect wave lengths from 20cm to 70cm.

The Bali omni-directional detector antennas would have been mounted high up on a mast or yard arm and still functional. These could have detected metric emissions at great range. Next the Sumatra antennas placed at sundry places about the superstructures could give a rough indication of direction of metric emissions.

The Scharnhorst's FuMB devices had also detected Burnette's cruiser's radar emissions early that morning, long before the Belfast detected the Scharnhorst with its Type 273 at 30km. This was the reason Bey turned around to investigate, but he failed to switch on his active radars at that point, and obviously did not have them switched on in time


So it look like the detectors had a longer range than the actual radar:hmmm:

0rpheus
07-22-12, 01:10 PM
This is that TC limit bug I mentioned some posts back. There are a lot of things that are TC limited I'm seeing in the exe file :shifty:

I know it's early days, but do you think this is something that can be rectified? Being stuck at 32x for anything to really work is going to make for some long patrols! :har:

null8fuff10
07-22-12, 01:40 PM
Does someone tried following procedure?

- new installation SH5 stock
- Patch 1.2
- TDW Patcher 1.0.46.0 (broken hydrophone fix TRUE, Crew wakeup Change 1, 2, 3 TRUE)
- No Mods installed
- Start game
- Loading ASW Testmission

>>> Everything works fine here, Hydrophone contacts submerged and on surface (out of visual range and far enough away from target ship)
OK, good until here!!! <<<

Now ...
- Exit game
- Starting game
- Starting new campaign
- Starting tutorial

>>> NO contact line, NO text in messagebox, NO hydrophone callout from Benno on surface or submerged. Only when I myself take over the station, the contact lines will be visable on TAI. <<<


I am perplexed - shall I am the only one here, whi has this problem? I am surprised and can't belive :hmmm:

Tell me I am stupid :/\\!!, but give some useful informations please. Did I do something wrong?


Regards
null8fuff10

hitmanuw
07-22-12, 01:58 PM
for me works fine with this mods :
Accurate German Flags
sobers 3D deck spray mod V7
SteelViking's Interior Mod V1.2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 5x4
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
EQuaTool 01.01 by AvM - Large Style
Critical hits 1.1 Torpedos
SM_ASW
DBSM_Music_1_0_4
Reduced Mission Tonnage v02
stoianm upgrade available mod stock file

null8fuff10
07-22-12, 03:06 PM
@ hitmanuw

Also when you start a new campaign without any Mods?

hitmanuw
07-22-12, 03:40 PM
@ hitmanuw

Also when you start a new campaign without any Mods?

i will try it without mods a new campaign and i will let u know

THE_MASK
07-22-12, 04:44 PM
The tutorial is just that , a tutorial . It is not the game . Play it once and forget it . Dont play it at all if using the mod OH2 .

hitmanuw
07-23-12, 02:26 AM
The tutorial is just that , a tutorial . It is not the game . Play it once and forget it . Dont play it at all if using the mod OH2 .

i know what is a tutorial ... the tutorial is there cos i didnt saw the RAOFB tutorials :)

@null8fuff10

it work also without addons

null8fuff10
07-23-12, 09:15 AM
@ hitmanuw
Thanks for feedback.

@Sober
I can do what I want, with or w/o OHII, GHG or KDB hydrophone, U turn with boat and so on. I checked a couple of sim, upc and cfg files, everything looks good - what the hell is going on with my game. Maybe caused of the german DVD version I have ???? No idea ...

The UBoot_Sensors.sim tells me 0 meters on both hydrophones
The ActiveUserPlayerUnits.upc tells me
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
CurrentStatus=OFF_DUTY
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
CurrentStatus=ASLEEP

Changing both status to ON_DUTY does not have any effect, but I did not reload the game, only load the saved campaign.



Maybe there is a slightly difference in the german DVD version, so that the editing with TDW Patcher take no effect in the sh5.exe - is that possible?
Can someone who has no problems neither in mission nor in campaign please send me a PM with his working sh5.exe file?

Thanks.

Regards
null8fuff10


:-?

Dogfish40
07-23-12, 10:52 AM
I was following the discussion here and I was trying to motivate Benno as well to inform me about incoming hydro contacts with the described methods.
But no way, he didn't want to talk me.:/\\!!

I ended up now with a complete re-install of SH5, cleaned all saves and removed all mods, only latest patch with version v1.046 applied.
After some days of experimental work I'm running out of ideas now.
What else could be messed up?:hmmm:

By the way I'm using the german version.

/Slow_Target

I had problems at the start as well. You did good to clean your game saves. This patch changes some important parameters and your likely to have crashes anyway. I did a full reinstall I am using all but three of my mod list (I plan to see if those cause a problem later) so I am now back at the beginning of the war iin a class VIIA boat.
I don't really think it makes a differance where you place the patcher but I created a file, Ubisoft/SH5/Patches and unzipped in there. (I'm just running down everything I can think of here 'cause mine is working now)
Not much more to tell.
When you reinstalled, did you remember to patch to 1.2.
I ask because I forget to do that sometimes and freak out when nothing works or the game just crashes. Let's see... apart from that, post back and tell us if you're still having problems with it.
D40 :salute:

Dogfish40
07-23-12, 12:52 PM
No, I'm playing the German version. I did a full reinstall. Remember to patch to 1.2. Got rid of all my saved games/Campaigns__ Clean Slate.
Opened the patches. Inserted Mods. Started the Total Germany Campaign. Benni and watchcrew notified me of every ship in port, then after we got out of port (this was important) they continued to spot all ships, benni continued to callout ship contacts. I am playing Hydrophone on surface right now just for this very purpose, to make sure he's calling out all contacts that are not already "Spotted" ships.
This is good so far.
Also, (I'll say this everytime), check your SH5/main/cfg/ contacts.cfg file,(open with notepad) make sure the settings; Imprecise=60 and Precise=15. TDW's UI mod now corrects this but certain other mods placed after sometimes adjust it.
PS: and Sober Suggested to me to use the new campaign, old save files might be a problem and this was very important!
Gute Jagd
D40 :salute:



@ hitmanuw
Thanks for feedback.

@Sober
I can do what I want, with or w/o OHII, GHG or KDB hydrophone, U turn with boat and so on. I checked a couple of sim, upc and cfg files, everything looks good - what the hell is going on with my game. Maybe caused of the german DVD version I have ???? No idea ...

The UBoot_Sensors.sim tells me 0 meters on both hydrophones
The ActiveUserPlayerUnits.upc tells me
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember]
CurrentStatus=OFF_DUTY
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
CurrentStatus=ASLEEP

Changing both status to ON_DUTY does not have any effect, but I did not reload the game, only load the saved campaign.



Maybe there is a slightly difference in the german DVD version, so that the editing with TDW Patcher take no effect in the sh5.exe - is that possible?
Can someone who has no problems neither in mission nor in campaign please send me a PM with his working sh5.exe file?

Thanks.

Regards
null8fuff10


:-?

Slow_Target
07-23-12, 03:23 PM
I had problems at the start as well. You did good to clean your game saves. This patch changes some important parameters and your likely to have crashes anyway. I did a full reinstall I am using all but three of my mod list (I plan to see if those cause a problem later) so I am now back at the beginning of the war iin a class VIIA boat.
I don't really think it makes a differance where you place the patcher but I created a file, Ubisoft/SH5/Patches and unzipped in there. (I'm just running down everything I can think of here 'cause mine is working now)
Not much more to tell.
When you reinstalled, did you remember to patch to 1.2.
I ask because I forget to do that sometimes and freak out when nothing works or the game just crashes. Let's see... apart from that, post back and tell us if you're still having problems with it.
D40 :salute:



Thank you Dogfish40!

Looking good now.:woot:

I was doing my clean install again.

Next step: Patch to V1.2 using Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
(Last time I was using two patch files from my HD)

After that: Using Generic Patcher v1.0.46.0, enabling everything except colour changes.

Last but not least: Checking contacts.cfg and updating following two lines
Decay Time For Imprecise Sensor Contacts=60 ;[>0] seconds
Decay Time For Precise Sensor Contacts=15 ;[>0] seconds

For my first test I was using Trevallys Hydro_Test file.
Looks like Benno got hyperactive now.

Now I will continue and start adding mods.
I want to play with TDW UI/Real Nav & OHII.

/Slow_Target :)

Mikemike47
07-23-12, 05:02 PM
Patched to V1.2
Using Generic Patcher v1.0.45.0, enabling everything except certain color changes.

Using Mods:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (light) V2.1
Foam_Mod_0.3
sobers 3D deck spray mod V7
Capthelms Audio+SV Touch Ups
Window_Lights_Redone_V1
SMission - D-Day Landings
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
SteelViking's Bunker Fixes V1.0
sobers Lights Cfg V4 SH5
German U-Boat Hydrophone SFX
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_jimimadrids_map_tools
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Reworked Morale and Abilities v.1.01
OPEN HORIZONS II_full v1.9
OHIIv1.9 Patch1
OH II Minefield map for TDWs Ui
OH II v1.9_TDW_Mines_Subnets_Detectable_in_hydro
OHII_traffic_speed_Fix_v2
sobers green crew training V3 SH5
TDW FX Fix for Sobers chimney smoke
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers bad weather deck gun V1 SH5
Repaired_Equipment_MOD_by_Xrundel_TheBeast_1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Grossdeutscher Rundfunk
WolfPack Wotan
Speech fixes and additions (english version)
Voice, Help, & Menu - My own combination of things.

I found out that Benno got hyperactive calling out sonar contacts when the lock target button was still on. Disengaged lock button and crazy sonar contacts stopped. I was using time compression from 1024 to 4096, too.

Could sonar man not calling out contacts for some fellow submariners because the lock target button is NOT engaged?

TheDarkWraith
07-23-12, 06:44 PM
Could sonar man not calling out contacts for some fellow submariners because the lock target button is NOT engaged?

How about a screenshot showing which lock target button you are referring to :06:

Dogfish40
07-24-12, 01:11 PM
I.'m sorry null8fuff10,
You might have already answered this but what does you contacts.cfg file read?
Just the two lines, Precise and Imprecise?!
D40
PS; If you already answered this, just tell me so I can move on to another possible for you
:salute:






Does someone tried following procedure?

- new installation SH5 stock
- Patch 1.2
- TDW Patcher 1.0.46.0 (broken hydrophone fix TRUE, Crew wakeup Change 1, 2, 3 TRUE)
- No Mods installed
- Start game
- Loading ASW Testmission

>>> Everything works fine here, Hydrophone contacts submerged and on surface (out of visual range and far enough away from target ship)
OK, good until here!!! <<<

Now ...
- Exit game
- Starting game
- Starting new campaign
- Starting tutorial

>>> NO contact line, NO text in messagebox, NO hydrophone callout from Benno on surface or submerged. Only when I myself take over the station, the contact lines will be visable on TAI. <<<


I am perplexed - shall I am the only one here, whi has this problem? I am surprised and can't belive :hmmm:

Tell me I am stupid :/\\!!, but give some useful informations please. Did I do something wrong?


Regards
null8fuff10

Dogfish40
07-24-12, 02:12 PM
I know it's early days, but do you think this is something that can be rectified? Being stuck at 32x for anything to really work is going to make for some long patrols! :har:
PS: I've been up to 258? Whatever that speed is in TC, and had Benno "sound"off. Now, I don't know if it just gets worse as time goes on or what but I did have higher TC speeds than 32 work. Just ever optimistic, Keep tryin'
D40

i will try it without mods a new campaign and i will let u know


When I started a new campaign I put in the whole stew save three mods.:hmmm:
If all fails, a good reinstall works wonders. If you have any previous patcher versions lurking about on your computer find them. I found several files not in the SH5 directory, just in download docs and I had played with them. At the time, I didn't know that playing with them could have actually patched. Anyway, I made sure that all previous patches were disabled and deleted those patchers, saved my mods folder then reinstalled. Reinstalled JSGME and placed my mods folder back in the Directory.
Started a new campaign and I couldn't shut the watchcrew or Benno up!
Good Luck Kaleuns :salute:

hitmanuw
07-24-12, 02:54 PM
When I started a new campaign I put in the whole stew save three mods.:hmmm:
If all fails, a good reinstall works wonders. If you have any previous patcher versions lurking about on your computer find them. I found several files not in the SH5 directory, just in download docs and I had played with them. At the time, I didn't know that playing with them could have actually patched. Anyway, I made sure that all previous patches were disabled and deleted those patchers, saved my mods folder then reinstalled. Reinstalled JSGME and placed my mods folder back in the Directory.
Started a new campaign and I couldn't shut the watchcrew or Benno up!
Good Luck Kaleuns :salute:

for me work m8 i just reply to null8fuff10 in that post :)

null8fuff10
07-24-12, 03:27 PM
I.'m sorry null8fuff10,
You might have already answered this but what does you contacts.cfg file read?
Just the two lines, Precise and Imprecise?!
D40
PS; If you already answered this, just tell me so I can move on to another possible for you
:salute:


Hi Dogfish,

thanks you and all others for reply and your tips!!!
I think I had a knot in my stupid brain. I had no time until now, to really start new campaign. Completly delete my users SH5 folders, where the saved games are. New installation of game done. I updated with the gu.exe not with the downloaded 79MB silent_hunter_5_1.02_eu.exe. This was my first thing changed. Than run TDW Patcher. I also changed my Mod soup, will send a list later (nearly the same Mods configuration like Sober). My current Mod order - throwin' some away, I think MO Mod and Deutschmod are responsible for silent Benni. I need to start tutorial, because I have no CareerHistory.cfg at beginning. In tutorial Benni is calling out his visable and also the hydro contacts and I see the ship and the black line on both maps - Holly sh*t this is the first time ... PERFECT up to here now. Contacts.cfg are OK Imprecise=60, Precise=15

... to be continued!

Regards,
null8fuff10

null8fuff10
07-24-12, 05:12 PM
... to be continued!

In Missions hydro contacts in messagebox, Benni shout them out and visable on maps when surfaced
In campaign NO hydro contacts surfaced ... :Kaleun_Crying:


Maybe the reason is that I am logged onto Windows as user not admin, will test that later ... need some sleep now

For info, here is my current mod list:

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

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
IRAI_0_0_37_ByTheDarkWraith
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.01
OPEN HORIZONS II_full v1.9
OHIIv1.9_Patch1
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
IO_MapCourseLine_sharp pencil_mod
ShapeTexturesColor
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
Shadow Improvement ModLR
SD_MapLocationNameFix_v1_2
BearingOverlay_v1_2_Big_null8fuff10


Regards
null8fuff10

THE_MASK
07-24-12, 05:49 PM
Is the hydrophone above or below the water when surfaced ?

null8fuff10
07-25-12, 06:12 AM
Is the hydrophone above or below the water when surfaced ?


THANK YOU SOBER! This was the key ... Oh my god ... yes I always had the the spinning thing (not the green one :03:) on my deck an above waterline. This was the first thing I had done in bunker ... the upgrade to the KDB hydroscope, what a pain in the ass -------- that was the mistake. w/o KDB only the GHG hydroscope it works. I thought the upgrade is an add not a replacement of the old hydroscope.

Thanks to everybody tried to help me and find a solution. Hopefully now it is fixed for everytime!


Regards
null8fuff10

Dogfish40
07-25-12, 12:51 PM
Well, My origanal beef was that the tutorial mission had Benni calling out everything then when we got into the campaign...Nada. I am still having complete success with the Crew Wakeup patch. The watchcrew still seems a bit selective on the contacts they callout. I'm trying to naildown weather or not this is due to the Hydrophone working on the surface. I think so and it's about time I use the "no hydrophone on surface".
I'm glad you got it sorted out.
Gute Jagd. :salute:


Hi Dogfish,

thanks you and all others for reply and your tips!!!
I think I had a knot in my stupid brain. I had no time until now, to really start new campaign. Completly delete my users SH5 folders, where the saved games are. New installation of game done. I updated with the gu.exe not with the downloaded 79MB silent_hunter_5_1.02_eu.exe. This was my first thing changed. Than run TDW Patcher. I also changed my Mod soup, will send a list later (nearly the same Mods configuration like Sober). My current Mod order - throwin' some away, I think MO Mod and Deutschmod are responsible for silent Benni. I need to start tutorial, because I have no CareerHistory.cfg at beginning. In tutorial Benni is calling out his visable and also the hydro contacts and I see the ship and the black line on both maps - Holly sh*t this is the first time ... PERFECT up to here now. Contacts.cfg are OK Imprecise=60, Precise=15

... to be continued!

Regards,
null8fuff10

Dogfish40
07-27-12, 09:16 AM
I am getting to the point where I do not have to keep the TAI map open in the corner while sailing. I am trusting the crew to warn me of contacts and they are. Not to mention the hatches closing for battlestations, the Co2 fix ect.
This is one of those Patches that works so well it actually brought the immersion level up a huge percent. TDW, I can't thank you enough. Trevelly, Sober and everyone else who put this to the test. It was a true group effort and again, the game is so much better now.:salute:
On a side note, Other things have changed as well, don't know why. My contacts are spawning more lifeboats now. I was only getting Two at the most. On a test run a couple of days ago, one large merchant spawned 5 lifeboats.
I came across a merchant that I hardly ever see yesterday, A large C1-B? I think that's the class, 6000 + tons. I don't know if I've ever seen this one.
Thanks again to all of you Kaleuns!
D40 out

D40

Slow_Target
07-28-12, 03:16 PM
Thank you Dogfish40!

Looking good now.:woot:

I was doing my clean install again.

Next step: Patch to V1.2 using Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
(Last time I was using two patch files from my HD)

After that: Using Generic Patcher v1.0.46.0, enabling everything except colour changes.

Last but not least: Checking contacts.cfg and updating following two lines
Decay Time For Imprecise Sensor Contacts=60 ;[>0] seconds
Decay Time For Precise Sensor Contacts=15 ;[>0] seconds

For my first test I was using Trevallys Hydro_Test file.
Looks like Benno got hyperactive now.

Now I will continue and start adding mods.
I want to play with TDW UI/Real Nav & OHII.

/Slow_Target :)

After enabling my wanted MOD config I have to report that Benno is no longer cooperative. Should I shoot him?:wah:

Here is my current configuration:

[MODS]
Dynamic Environment SH5 Basemod (normal ) V2.1=1
Dynamic Environment SH5 Atlantic Floor V2.1=2
Dynamic Environment SH5 Sounds V2.1=3
sobers better terrain v3 SH5=4
Small_trees_SH5_V1=5
sobers_realistic_underwater_FX2=6
sobers 3D deck spray mod V7=7
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0=8
SteelViking's Interior Mod V1.2=9
SteelViking's Interior Mod V1.2.2 Patch=10
Fuel Gauge WoGaDi_SteelViking's Interior=11
MightyFine Crew Mod 1.2.1 Stock faces=12
FX_Update_0_0_19_ByTheDarkWraith=13
NewUIs_TDC_7_1_0_ByTheDarkWraith=14
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo=15
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke=16
NewUIs_TDC_7_1_0_Real_Navigation=17
Manos Scopes-patch for 8x5=18
IRAI_0_0_37_ByTheDarkWraith=19
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3=20
TDW_Ship_Inertia_1_1_0=21
Cerberus62 Corrected Depth Charge Projector 1.0=22
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith=23
OPEN HORIZONS II_full v1.9=24
OHIIv1.9_Patch1=25
OH II Minefield map for TDWs Ui=26
R.E.M_by_Xrundel_TheBeast_1.2=27
Equipment_Upgrades_Fix_v1_4_byTheBeast=28
Equipment_Upgrades_Fix_v1_4_Patch_1=29
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=30
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2=31
Grossdeutscher Rundfunk=32
Trevally Tutorial - All v0.2(for OHIIv1.3)=33
Trevally Harbour & Kiel Canal Pilot v2.9=34
Trevally Automated Scripts v0.6=35
Nauticalwolf's_Torpedo_Textures_v1.2=36
DEUTSCHMOD_1.0.4=37
OHII_traffic_speed_Fix_v2=38
Accurate German Flags=39
AOB slide ruller for TDW UIs and MO by stoianm (german)=40
EQuaTool 01.01 by AvM - Medium Faber-Castell Style=41
DBSM_Music_1_0_4=42
DBSM_Speech_1_0_4=43
Kriegsmarine Grid Map for MO and TDW UIs by stoianm=44

I'm now trying to figure what ingredient in my mod soup is causing this trouble.:hmmm:

Update to follow.

/Slow_Target

null8fuff10
07-28-12, 05:52 PM
After enabling my wanted MOD config I have to report that Benno is no longer cooperative. Should I shoot him?:wah:

Here is my current configuration:

[MODS]
Dynamic Environment SH5 Basemod (normal ) V2.1=1
Dynamic Environment SH5 Atlantic Floor V2.1=2
Dynamic Environment SH5 Sounds V2.1=3
sobers better terrain v3 SH5=4
Small_trees_SH5_V1=5
sobers_realistic_underwater_FX2=6
sobers 3D deck spray mod V7=7
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0=8
SteelViking's Interior Mod V1.2=9
SteelViking's Interior Mod V1.2.2 Patch=10
Fuel Gauge WoGaDi_SteelViking's Interior=11
MightyFine Crew Mod 1.2.1 Stock faces=12
FX_Update_0_0_19_ByTheDarkWraith=13
NewUIs_TDC_7_1_0_ByTheDarkWraith=14
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo=15
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke=16
NewUIs_TDC_7_1_0_Real_Navigation=17
Manos Scopes-patch for 8x5=18
IRAI_0_0_37_ByTheDarkWraith=19
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3=20
TDW_Ship_Inertia_1_1_0=21
Cerberus62 Corrected Depth Charge Projector 1.0=22
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith=23
OPEN HORIZONS II_full v1.9=24
OHIIv1.9_Patch1=25
OH II Minefield map for TDWs Ui=26
R.E.M_by_Xrundel_TheBeast_1.2=27
Equipment_Upgrades_Fix_v1_4_byTheBeast=28
Equipment_Upgrades_Fix_v1_4_Patch_1=29
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=30
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2=31
Grossdeutscher Rundfunk=32
Trevally Tutorial - All v0.2(for OHIIv1.3)=33
Trevally Harbour & Kiel Canal Pilot v2.9=34
Trevally Automated Scripts v0.6=35
Nauticalwolf's_Torpedo_Textures_v1.2=36
DEUTSCHMOD_1.0.4=37
OHII_traffic_speed_Fix_v2=38
Accurate German Flags=39
AOB slide ruller for TDW UIs and MO by stoianm (german)=40
EQuaTool 01.01 by AvM - Medium Faber-Castell Style=41
DBSM_Music_1_0_4=42
DBSM_Speech_1_0_4=43
Kriegsmarine Grid Map for MO and TDW UIs by stoianm=44

I'm now trying to figure what ingredient in my mod soup is causing this trouble.:hmmm:

Update to follow.

/Slow_Target


Which Hydrophone are you using? Don't upgrade in Bunker and I am sure Benno will talking to you. I would say the Mods are not the problem.

Regards
null8fuff10

Slow_Target
07-30-12, 02:10 PM
Mission accomplished, I got it.:salute:

Many thanks towards SOBER, DOGFISH40 & null8fuff10.:up:

Here is my now working MOD soup:

Dynamic Environment SH5 Basemod (normal ) V2.1=1
Dynamic Environment SH5 Atlantic Floor V2.1=2
Dynamic Environment SH5 Sounds V2.1=3
sobers better terrain v3 SH5=4
Small_trees_SH5_V1=5
sobers_realistic_underwater_FX2=6
sobers 3D deck spray mod V7=7
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0=8
SteelViking's Interior Mod V1.2=9
SteelViking's Interior Mod V1.2.2 Patch=10
Fuel Gauge WoGaDi_SteelViking's Interior=11
MightyFine Crew Mod 1.2.1 Stock faces=12
R.E.M_by_Xrundel_TheBeast_1.2=13
Equipment_Upgrades_Fix_v1_4_byTheBeast=14
Equipment_Upgrades_Fix_v1_4_Patch_1=15
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=16
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2=17
FX_Update_0_0_19_ByTheDarkWraith=18
NewUIs_TDC_7_1_0_ByTheDarkWraith=19
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo=20
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke=21
NewUIs_TDC_7_1_0_Real_Navigation=22
Manos Scopes-patch for 8x5=23
IRAI_0_0_37_ByTheDarkWraith=24
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3=25
TDW_Ship_Inertia_1_1_0=26
Cerberus62 Corrected Depth Charge Projector 1.0=27
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith=28
OPEN HORIZONS II_full v1.9=29
OHIIv1.9_Patch1=30
OH II Minefield map for TDWs Ui=31
Grossdeutscher Rundfunk=32
Trevally Tutorial - All v0.2(for OHIIv1.3)=33
Trevally Harbour & Kiel Canal Pilot v2.9=34
Trevally Automated Scripts v0.6=35
DEUTSCHMOD_1.0.4=36
OHII_traffic_speed_Fix_v2=37
Accurate German Flags=38
AOB slide ruller for TDW UIs and MO by stoianm (german)=39
Nauticalwolf's_Torpedo_Textures_v1.2=40
DBSM_Music_1_0_4=41
DBSM_Speech_1_0_4=42
Kriegsmarine Grid Map for MO and TDW UIs by stoianm=43
EQuaTool 01.01 by AvM - Medium Faber-Castell Style=44

Allzeit gute Jagd und fette Beute!

/Slow_Target