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View Full Version : (MOD) RPM Hydrophone Merchants 2.0 ||| two versions


Macardigan
05-03-13, 02:12 PM
New Version v2.2 w/ warships chart


New thread here:
http://www.subsim.com/radioroom/showthread.php?t=205625

Echolot
05-03-13, 02:53 PM
Vielen Dank macardigan.

Gute Arbeit. Good work.

:sunny:

Fifi
05-03-13, 05:32 PM
Seems a great mod :up:
Very interested by version 1, as i'm still using OHIIV2.0...

2 questions though:
- can i activate it in patrol, or bunker, or do i have to restart career?
- does the mod change boats speed ingame? (meaning before mod, a boat is going 13 knots, with the mod will he go faster or slower?) :06:

Macardigan
05-03-13, 07:00 PM
Seems a great mod :up:
Very interested by version 1, as i'm still using OHIIV2.0...

2 questions though:
- can i activate it in patrol, or bunker, or do i have to restart career?
- does the mod change boats speed ingame? (meaning before mod, a boat is going 13 knots, with the mod will he go faster or slower?) :06:

currently I'm testing in the campaign to determine the effect of MOD on convoys.
I have to ask "trevally" about this.

I can say I've seen Cimmaron Class tanker sailing at 18 knots in the campaign.

(google translation)
some results:

1st. step. I uninstall my mod. Then the "" north sands "" returns to have top speed 15 knots. -stock value-

Step 2. With the "Mission Editor" I put a "north sands" to 15 knots (maximum speed). Then I save this as a single mission. > I leave the editor.

3rd step. I apply my mod with JSGME, lowering the maximum speed of the "north sands" to 10 knots. (The mod does change).

Step 4. I go into the game and load the "single mission". >>> Result: North sands traveling at 10 knots.

5th. result: The MOD forces change the speed of a ship in the campaign if necessary. In the example we see a ship "north sands" is forced to slow down I had scheduled campaign. From 15 to 10 knots. Because it is impossible that the boat can go 15 knots if the maximum speed is reset to 10 with my mod.

----------------------------

No problem with the convoys.

A convoy traveling at 11 knots in the campaign is because all their ships can go 11 knots.

then:

If you apply my mod and one of those ships is affected by a new top speed of 10 knots, then the campaign convoy will travel at 10 knots or less.

Fifi
05-04-13, 09:17 PM
Gonna try your mod soon :up:

One thing coming to mind though, watching your video of use, is it might not be that easy to count the RPM for 1 minute...!
Will have to get used io the right loop moment to count one revolution.
And boat must be of course identified before the use of chart...
Maybe we can have an idea of its speed, even if not already ifentified?
Meaning slow RPM should be obviously slow speed!...and inverse.

Macardigan
05-05-13, 04:42 AM
Gonna try your mod soon :up:

One thing coming to mind though, watching your video of use, is it might not be that easy to count the RPM for 1 minute...!
Will have to get used io the right loop moment to count one revolution.
And boat must be of course identified before the use of chart...
Maybe we can have an idea of its speed, even if not already ifentified?
Meaning slow RPM should be obviously slow speed!...and inverse.


(translation from spanish)
Hi. fifi.
Is not necessary that the vessel has been identified in order to count the RPM.

looking for a sound that is repeated. You can follow it with the ear.

You can count in 15 seconds and multiply by 4.
or in 30 seconds and multiply by 2.
etc ...
-------------------------------------------------
For example, we hydrophone contact a propeller. There are a lot of fog and no eye contact. Our current date is 03/01/1941
then count the revolutions per minute of the propeller and the result is 69rpm.

then we make the process of discarding ships:
The main thing is to identify the sound of the ship's machinery: CARGO, PASSENGER, LIBERTY or OILTANKER.
in this case is CARGO.
New videotutorial for determining if a ship is CARGO, LIBERTY, PASSENGER, OilTanker. (no visual contact. Using hydrophone):
https://www.youtube.com/watch?v=QIQYTCt-3gQ
http://img266.imageshack.us/img266/3144/descartesdebuquesn.jpg

Link reuploaded table without dates. It was my mistake as these dates were only of the British merchant.

The ship recognition manual are all dates of entry and exit of all merchants of all countries.

Link in main post.

Fifi
05-05-13, 05:17 AM
^^^^Yes, of course! Very good tips, thanks! :up:

EDIT: added to my list at the end, and so far working nice!

Mikemike47
05-07-13, 01:40 PM
*INCOMPATIBLE with Open Horizons II v2.1 (CTD) for now.

Patch needed to prevent CTD?
OHIIv2.1 test patch2
(http://www.4sync.com/archive/PSTJPK8x/OHIIv21_test_patch2_Full.html)

Macardigan
05-08-13, 06:20 AM
Patch needed to prevent CTD?
OHIIv2.1 test patch2
(http://www.4sync.com/archive/PSTJPK8x/OHIIv21_test_patch2_Full.html)

google translation:
I have not yet tried the patch. Thanks mikemike.

Macardigan
05-08-13, 07:05 AM
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Trevally.
05-08-13, 10:55 AM
(google translation)

I'll try OHII v2.1 w/patch test ctd + RPM Hydrophone merchants 2.0 to check if it works fine.


In reference to the incompatibility of "mod RPM ..." with OHII v2.1: (without patch)
- Do not know why, but if the "OHII full 2.1" is installed and you happen to change the values ​​"eng_power" or "eng_rpm" within the for example: "data \ sea\ "ship name" \ xxxxx.sim" then when you start a campaign ... CTD!. always. * ATENTION: There CTD if if you install a mod that changes the values ​​of the vessels containing the default game. Nothing happens if you modify the values ​​of ships OHII v2.1 adds.
is curious.

ship_inertia change these values​​.
Hydrophone merchants RPM change these values​​.

* The curious thing is that the full OHII v2.1 does not modify any of these values ​​(inside .sim) of the vessels carrying the game by default.



Just tried your mod with OHII Full v2.2 and it works great:yeah:
Started a new campaign with no issues - listened to some ships - all good:woot:

Trevally.
05-08-13, 10:59 AM
I will PM you a copy of v2.2(beta) - (changes only)
Install it over the top of OHIIfull v2.1 + fix patch 2

Macardigan
05-08-13, 11:02 AM
Just tried your mod with OHII Full v2.2 and it works great:yeah:
Started a new campaign with no issues - listened to some ships - all good:woot:


WOOOW!! thaaaaanksss trevally.

I'll try.:woot:

gap
05-08-13, 12:17 PM
Just tried your mod with OHII Full v2.2 and it works great:yeah:
Started a new campaign with no issues - listened to some ships - all good:woot:

:woot: :yeah:

Macardigan
05-08-13, 03:43 PM
I will PM you a copy of v2.2(beta) - (changes only)
Install it over the top of OHIIfull v2.1 + fix patch 2

Trevally. take the opportunity to ask one thing of my mod compatible with yours.

-My mod changes "top speed" of some merchant. This affects the campaign??? missions??? some ships will go slower top speed than before. Others like the Cimmaron go to 18 knots. I've seen it in the campaign. to 18 knots sailing alone.

Trevally.
05-08-13, 04:51 PM
Trevally. take the opportunity to ask one thing of my mod compatible with yours.

-My mod changes "top speed" of some merchant. This affects the campaign??? missions??? some ships will go slower top speed than before. Others like the Cimmaron go to 18 knots. I've seen it in the campaign. to 18 knots sailing alone.

No - your changes will over rule any setting within the campaign .mis files.

Convoys/single ships will travel at a speed set in the Gen nodes. Also some path nodes will cause all shipping to follow its set speed. If no speed is set in the gen nodes - ships will travel at full speed (of the slowest ship)

Macardigan
05-08-13, 06:12 PM
I will PM you a copy of v2.2(beta) - (changes only)
Install it over the top of OHIIfull v2.1 + fix patch 2

Trevally,

What position install the _mines_subnet_detectable_in_hydro v2.1???

OHII v2.1 full
fix patch 2
OHIIv2.2 only changes

Macardigan
05-08-13, 08:51 PM
No - your changes will over rule any setting within the campaign .mis files.

Convoys/single ships will travel at a speed set in the Gen nodes. Also some path nodes will cause all shipping to follow its set speed. If no speed is set in the gen nodes - ships will travel at full speed (of the slowest ship)

thank you for your answer.:salute:

Trevally.
05-09-13, 12:11 PM
Trevally,

What position install the _mines_subnet_detectable_in_hydro v2.1???

OHII v2.1 full
fix patch 2
OHIIv2.2 only changes

Anywhere after OHII full v2.1:up:

Macardigan
05-12-13, 12:41 PM
Anywhere after OHII full v2.1:up:


hi again.

Already updated the thread. I mention that is compatible with your latest version. v2.2

You can see if it is correct.:smug:

gap
05-12-13, 12:47 PM
hi again.

Already updated the thread. I mention that is compatible with your latest version. v2.2

You can see if it is correct.:smug:

Good! :sunny:

Macardigan
05-13-13, 07:42 AM
Good! :sunny:


Gap Hi, thank you for your advice and suggestions to improve the mod. You've helped me a lot.

Also thank you to "Fifi" by testing the mod on your list.
And "trevally" to use your mod and added ships full version. And test my mod with yours.

thanks.
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gap
05-13-13, 08:13 AM
Gap Hi, thank you for your advice and suggestions to improve the mod. You've helped me a lot.

My pleasure, colega :salute:

Trevally.
05-13-13, 12:42 PM
And "trevally" to use your mod and added ships full version. And test my mod with yours.


:up:

Your mod is very important to SH5 and must be seen as a "must have" mod:yep:

U-Falke
05-13-13, 01:53 PM
Great mod, is there any other mods for implementing active sonar?

Fifi
05-16-13, 06:34 PM
Little question:

Is this boat listed in the chart?
http://img15.hostingpics.net/thumbs/mini_150029Cargodesignation.jpg (http://www.hostingpics.net/viewer.php?id=150029Cargodesignation.jpg)
Because in hydro, i heard an other sound than stock (so it's one of yours imo) but couldn't find it at first glance on the chart :-?

Maybe we could release a french version of chart, corresponding to my NewUIs in french?

Macardigan
05-17-13, 05:50 AM
Little question:

Is this boat listed in the chart?
http://img15.hostingpics.net/thumbs/mini_150029Cargodesignation.jpg (http://www.hostingpics.net/viewer.php?id=150029Cargodesignation.jpg)
Because in hydro, i heard an other sound than stock (so it's one of yours imo) but couldn't find it at first glance on the chart :-?

Maybe we could release a french version of chart, corresponding to my NewUIs in french?

to that directory within "data/sea" belongs that boat?

EDIT: I found:
What's on the table. Look at the maximum speed 13.5. Length 104.

Now look at the table, there is a ship with this maximum speed. Uekel Medium Composite Freighter.

I have to update the table because there are a couple of merchant added by "expanded navies mod" not on the table, but are copies of others who are in the table.


We could do the French version, but we need the French names of the ships to identify directories within data\sea

Fifi
05-17-13, 06:00 AM
to that directory within "data/sea" belongs that boat?


Huh...yes!...i didn't made it myself! :haha:
But i don't know its English name designation :-? and can't tell you what class it is from...
To me, it is one of the boats you change the hydro sound, because it was an unsual sound i heard.

Macardigan
05-17-13, 06:17 AM
Huh...yes!...i didn't made it myself! :haha:
But i don't know its English name designation :-? and can't tell you what class it is from...
To me, it is one of the boats you change the hydro sound, because it was an unsual sound i heard.

EDIT: I found:
What's on the table. Look at the maximum speed 13.5. Length 104.

Now look at the table, there is a ship with this maximum speed. Uekel Medium Composite Freighter.

I have to update the table because there are a couple of merchant added by "expanded navies mod" not on the table, but are copies of others who are in the table.

:hmmm:

Macardigan
05-17-13, 06:45 AM
fifi.
I see you have the table "rpm" outdated. Download the latest.

Add-On link: (in game RPMsheet): (reupload may/12/2013) the changes do not affect the calculation of speed or rpm.(last update)
http://www.mediafire.com/?alast5j5b3aseju

Macardigan
05-17-13, 08:52 AM
addon_sheet RPM in français: (for mod: FRA 3.4 for OHII v2.2)
http://www.mediafire.com/?7by9h5ho35ec4o0
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(updated first post)
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Fifi
05-17-13, 04:59 PM
fifi.
I see you have the table "rpm" outdated. Download the latest.

Add-On link: (in game RPMsheet): (reupload may/12/2013) the changes do not affect the calculation of speed or rpm.(last update)
http://www.mediafire.com/?alast5j5b3aseju

Well, now with the french sheet, should have the last one! :yep:

The french translate seems good enough for me, but are you sure about those 2:

http://img11.hostingpics.net/thumbs/mini_533554Frenchsheet.jpg (http://www.hostingpics.net/viewer.php?id=533554Frenchsheet.jpg)

I don't recall seeing those names in the identification manual :-?
I could check next time i play, and tell you what name i found in my french NewUIs manual...

Bathrone
05-17-13, 07:57 PM
Hi, with the add on sheet replacing the shipping map in NEwUIs, Im confused if I can still also install the OH II Minefield map for TDWs Ui mod?

Awesome idea for a mod, thanks very much :salute:

Fifi
05-17-13, 09:27 PM
Hi, with the add on sheet replacing the shipping map in NEwUIs, Im confused if I can still also install the OH II Minefield map for TDWs Ui mod?


To me the last one activated will be the one you'll get in game...as there is no way yet to get shipping route + minefield map + RPM add-on chart separatly.
They all use and replace the NewUIs shipping route...

Bathrone
05-17-13, 09:47 PM
Thanks for that :arrgh!:

Ive got an idea :sunny:

In NewUIs you can toggle between colour and b/w shipping maps. So what if that toggled between the OH II minefield map and the RPM table map?

Also, a minor bug the tooltip still says shipping map when having the addon rpm map enabled with New UIs as the user hovers over the rpm table map

Fifi
05-18-13, 12:46 AM
In NewUIs you can toggle between colour and b/w shipping maps. So what if that toggled between the OH II minefield map and the RPM table map?


:up: Good idea! Would be cool to be able to switch via this button.

Fifi
05-18-13, 03:12 AM
I've checked your French add-on chart, and all seems fine, except for one boat.
But it's not your fault imo :yep:
I'm using only the NewUIs manual for identification in game.
On picture below we can see the boat in periscope view correspond to NewUIs manual and is called "grand vapeur". But on stock manual, it's called "cargo liberty"...
http://img15.hostingpics.net/thumbs/mini_293903Manuals.jpg (http://www.hostingpics.net/viewer.php?id=293903Manuals.jpg)
Well, no big deal, because in your nice chart, we can find "grand vapeur" in the "liberty" ships :yep:

But what bother me, is the "Aotdm Stormfly croisiere moderne" wich is not in the NewUIs manual!
http://img15.hostingpics.net/thumbs/mini_851627NewUIsmanual.jpg (http://www.hostingpics.net/viewer.php?id=851627NewUIsmanual.jpg)

I checked all others, and everything is fine. All French names corresponding to NewUIs manual...except the "Aotdm" is unexisting in the NewUIs manual (maybe existing in stock manual?)
Not easy for identification!

On side note i'm using NewUIs version 7.1...maybe version 7.3 manual is more up to date?

Macardigan
05-18-13, 07:27 AM
Hi, with the add on sheet replacing the shipping map in NEwUIs, Im confused if I can still also install the OH II Minefield map for TDWs Ui mod?

Awesome idea for a mod, thanks very much :salute:


hii

Add-on chart RPM replaces "shipping map colored" <------ data\menu\gui\SH5_Shipping_Chart_Colored.dds

Minefield map OHII replaces "shipping map NOT colored" <----- data\menu\gui\SH5_Shipping_Chart.dds

automatically.
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Macardigan
05-18-13, 07:51 AM
I've checked your French add-on chart, and all seems fine, except for one boat.
But it's not your fault imo :yep:
I'm using only the NewUIs manual for identification in game.
On picture below we can see the boat in periscope view correspond to NewUIs manual and is called "grand vapeur". But on stock manual, it's called "cargo liberty"...
http://img15.hostingpics.net/thumbs/mini_293903Manuals.jpg (http://www.hostingpics.net/viewer.php?id=293903Manuals.jpg)
Well, no big deal, because in your nice chart, we can find "grand vapeur" in the "liberty" ships :yep:

But what bother me, is the "Aotdm Stormfly croisiere moderne" wich is not in the NewUIs manual!
http://img15.hostingpics.net/thumbs/mini_851627NewUIsmanual.jpg (http://www.hostingpics.net/viewer.php?id=851627NewUIsmanual.jpg)

I checked all others, and everything is fine. All French names corresponding to NewUIs manual...except the "Aotdm" is unexisting in the NewUIs manual (maybe existing in stock manual?)
Not easy for identification!

On side note i'm using NewUIs version 7.1...maybe version 7.3 manual is more up to date?



In version 7_1_0 also had the AOTDMM stormfly ... Now use the 7_3_0

http://img339.imageshack.us/img339/8414/sh52013051814430864.jpg

Fifi
05-18-13, 05:10 PM
In my french NewUIs manual, this boat is called "grand navire de croisiere moderne", that's why i didn't see:

http://img15.hostingpics.net/thumbs/mini_518619Aotdm.jpg (http://www.hostingpics.net/viewer.php?id=518619Aotdm.jpg)

In your french chart version, there is at least "croisiere moderne" to match the manual :D

Now i know wich one it is! (same boat as hospital ship btw, except the tonnage spec)

Next time i reach the bunker, i'll switch for NewUIs 7.3...but i suppose the manual in french will be the same.

THE_MASK
05-18-13, 05:17 PM
You already can switch between the minefild map and the rpm table . In the options editor turn off the colored chart :yep:
NavMapOptions

Fifi
05-18-13, 07:37 PM
You already can switch between the minefild map and the rpm table . In the options editor turn off the colored chart :yep:
NavMapOptions

Hey! That's right! Good thing :up:

Bathrone
05-18-13, 09:44 PM
Yes being able to do both maps is goodness :yeah:

I think most people would run New UIs with OH II Minefield Map ontop of this RPM Map

What would be a great add on mod to this mod is a small mod to change the NEw UIs tooltips for the toggle between black / white button and the tooltip for the shipping map. Something like RPM Table / Minefield Map.

volodya61
05-19-13, 09:46 AM
What would be a great add on mod to this mod is a small mod to change the NEw UIs tooltips for the toggle between black / white button and the tooltip for the shipping map. Something like RPM Table / Minefield Map.

Just open up menu.txt and change a couple of lines by yourself.. it is not difficult..

TheDarkWraith
05-19-13, 10:02 AM
Just open up menu.txt and change a couple of lines by yourself.. it is not difficult..

no need to change anything with upcoming v7.4.0. You can define your own charts to add to the game :up:

Macardigan
05-19-13, 10:59 AM
no need to change anything with upcoming v7.4.0. You can define your own charts to add to the game :up:

Good news. Thank you. TDW. :up:

gap
05-19-13, 11:06 AM
no need to change anything with upcoming v7.4.0. You can define your own charts to add to the game :up:

:yeah:

Mikemike47
05-22-13, 02:14 PM
Thanks Macardigan. Sounds like a wonderful mod to use. All the main modders are talking about it. Can not wait to try it myself when I can get away from RL.

Macardigan
05-23-13, 05:58 PM
LINK UPDATED (MAY/24/2013)

RPM HYDROPHONE MERCHANTS 2.0 (see fisrt post)

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------download links:-------------*for use with OHII full v2.2 installed-------------------------------------------------------------------------------------------
Main mod link:
<<<<<CLICK HERE TO DOWNLOAD>>>>> (http://www.mediafire.com/download/46gjb9obb1vy4lk/RPM_Hydrophone_merchants_2.0_-for_OHII_full_v2.2-_(english).7z) <----------(compatible 7_1_0 --- 7_3_0 --- 7_4_0 NewUis TDC by TDW).
*RPMsheet ready to use in NewUis 7_4_0 (usercharts)


*Main Mod can not be overwritten by any other mod if this overwrites files *.sim *.dsd *.cfg within data \ sea \ (ship name) \ ... Then the table of the "rpm" will be unusable and the calculations will be incorrect. Except that it is compatible.
Mods compatible that can overwrite my mod: Fifi_NoReflections_compatible_RPM_Hydrophone_merch ants 2.0 http://www.subsim.com/radioroom/showthread.php?t=204375
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Thanks to "Gap", "Fifi", "trevally" for your advice, suggestions and tests to improve my mod. thanks.:salute::up:
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Mikemike47
05-25-13, 09:06 PM
Inertia file damage references
(http://www.subsim.com/radioroom/showpost.php?p=2062722&postcount=1930)
Others would like to know?

Macardigan
05-26-13, 04:37 AM
Inertia file damage references
(http://www.subsim.com/radioroom/showpost.php?p=2062722&postcount=1930)
Others would like to know?

There is a problem with the translation, sorry.:O:

What is your question or problem?:hmmm:

Mikemike47
05-26-13, 07:33 AM
There is a problem with the translation, sorry.:O:
What is your question or problem?:hmmm:
The orange colored inertia file damage references is a link. Did you click it and see the text explained? Much easier than copying all the text again.

Mikemike47
05-26-13, 07:36 AM
There is a problem with the translation, sorry.:O:What is your question or problem?:hmmm:

The orange colored "inertia file damage references" is a link, Inertia file damage references (http://www.subsim.com/radioroom/showpost.php?p=2062722&postcount=1930)Did you click it and see the text explained? Much easier than copying all the text again. Which one, TDW_Ship_Inertia_1_1_0 or IRAI_0_0_39_Inertia_Damage not compatible?

volodya61
05-26-13, 07:48 AM
The orange colored "inertia file damage references" is a link, Did you click it and see the text explained? Much easier than copying all the text again. Which one, TDW_Ship_Inertia_1_1_0 or IRAI_0_0_39_Inertia_Damage not compatible?

TDW_Ship_Inertia_1_1_0 is not compatible with this mod..
IRAI_0_0_39_Inertia_Damage is just an add-on for the TDW_Ship_Inertia_1_1_0.. and doesn't make sense to use it as stand alone..

Macardigan
05-26-13, 09:31 AM
The orange colored "inertia file damage references" is a link, Did you click it and see the text explained? Much easier than copying all the text again. Which one, TDW_Ship_Inertia_1_1_0 or IRAI_0_0_39_Inertia_Damage not compatible?


As said Volodya, the ship_inertia not compatible with my mod. So if you do not use the ship_inertia, no need to install Inertia_damage.

Mikemike47
05-26-13, 04:41 PM
As said Volodya, the ship_inertia not compatible with my mod. So if you do not use the ship_inertia, no need to install Inertia_damage.

Copying for others asking about it in the other thread.

Macardigan
05-26-13, 05:16 PM
revolutions per minute table in four languages:

* For use in UserCharts (NewUis_TDC_7_4_x_by_thedarkwraith)
Copy RPM_sheet_xxx_OHIIv2.2.dds in ...\data\UserCharts

English: http://www.mediafire.com/download/la1kbmooljk7v42/RPM_sheet_english_OHIIv2.2.dds.7z
Deutsch: http://www.mediafire.com/download/t0p71l5n17ch31o/RPM_sheet_German_OHIIv2.2.dds.7z
Español: http://www.mediafire.com/download/fjh2iocmy9fod1s/RPM_sheet_spanish_OHIIv2.2.dds.7z
Français: http://www.mediafire.com/download/4sbrmkqit8347ej/RPM_sheet_Francais_OHIIv2.2.dds.7z (FRA v3.4 for Open Horizons 2.2 required)

*This table requires the MOD: "RPM_Hydrophone_merchants2.0" to work properly.

http://img28.imageshack.us/img28/1180/chartsrpm.jpg

Macardigan
05-26-13, 05:47 PM
Copying for others asking about it in the other thread.

Mikemike Sorry, I'm using the translator of "google" and do not quite understand what you say.
you're asking, why it is incompatible??? sorry.:O:

Mikemike47
05-26-13, 08:26 PM
Mikemike Sorry, I'm using the translator of "google" and do not quite understand what you say.
you're asking, why it is incompatible??? sorry.:O:

Thank you I've got the proper answer between volodya61 and you. I thought that some extra clarity may have been needed for Bathrone and sober concerning sober's mega mod. So I passed on information to sober's mega mod thread.

I see you have replied on a related matter here,
http://www.subsim.com/radioroom/showpost.php?p=2063218&postcount=1934, just a few posts after mine.:up:

Mike

THE_MASK
05-27-13, 02:55 AM
Removed inertia damage from sobers mod list :yep:

Macardigan
05-27-13, 09:14 AM
http://img20.imageshack.us/img20/7118/darksheet.jpg

Macardigan
05-29-13, 09:51 AM
I want to make a new version of the mod "RPM Hydrophone".

I'm thinking that the RPM of the propeller depends on the engine power, the weight of the vessel and the resistance of the water mass. Much more real than the actual mod.

To make it more real I would make the propellers rotate at the speed we hear by the hydrophone. Although not visible.

I accept suggestions.

(work in progress):rock:

Choum
05-29-13, 11:08 AM
hello,

In your french chart can you change the

"AOTDM stormfly croisière moderne" line
(original name in name.cfg :
Grand navire de croisière moderne AOTDMadMax/Stormfly/SteelViking)

to "Grand navire de croisière moderne"

This modification have been made to my french translation of OH (in my French compilation mod now)

Like in english the "AOTDMadMax/Stormfly/SteelViking Big modern Passangership" and "Big modern Passangership" are physically identical in sh5.

And long name seems to cause some problem with automatic identification.

In your french chart, Passengers -> Passagers and
Oiltankers -> Pétroliers (vertical text)

:up:

Macardigan
05-29-13, 11:37 AM
hello,

In your french chart can you change the

"AOTDM stormfly croisière moderne" line
(original name in name.cfg :
Grand navire de croisière moderne AOTDMadMax/Stormfly/SteelViking)

to "Grand navire de croisière moderne"

This modification have been made to my french translation of OH (in my French compilation mod now)

Like in english the "AOTDMadMax/Stormfly/SteelViking Big modern Passangership" and "Big modern Passangership" are physically identical in sh5.

And long name seems to cause some problem with automatic identification.

In your french chart, Passengers -> Passagers and
Oiltankers -> Pétroliers (vertical text)

:up:

Choum Thanks, I'll change it now.:up:



Choum, you can correct the translation of the entire table and put it in the post. So I can correct it and upload it again.

thanks.

that okay? (google translator sucks)

Choum
05-29-13, 01:08 PM
here the file edit :

https://mega.co.nz/#!iVUF0JaL!JPDVBGiIxpxkHSmTkaWy7DGROesglywtMG9LNLo L7qg

It should be great to have a larger space for the Name (exept it cause some problem to people without large screen)

divingbluefrog
05-29-13, 02:47 PM
Hi!
I post here because it's where I ended after following 2 links :smug:

Unfortunately, the problem with the sound of the hydrophone is because inside xxxxx.sim files > unit_ship > propulsion > eng_power= "if<1100~" hyd sounds dissapear.

for example:

Cimmaron Class Oiler, at 11 knots:
-my NOL_T03.sim-----------> max_force=240 | eng_power=30400 | eng_rpm=46 | -------->>> R.P.M. listening by hydrophone="69"
-shipInertia NOL_t03.sim---> max_force=240 | eng_power=1800 | eng_rpm=550| --------->>>> R.P.M. listening by hydrophone="no sound"


I don't really understand : you said eng_power must be superior to 1100 to be eared by hydro but in the above example shipInertia NOL_t03 IS > 1100!

Is there something I'm missing?

Macardigan
05-29-13, 02:52 PM
Hi!
I post here because it's where I ended after following 2 links :smug:



I don't really understand : you said eng_power must be superior to 1100 to be eared by hydro but in the above example shipInertia NOL_t03 IS > 1100!

Is there something I'm missing?


(google translation)

Hi!

Sorry, not 1100. is my mistake. Depending on the ship: between 1000 and 2000.

Not is the same for all ships. Eng_rpm dependent too.

Macardigan
05-29-13, 03:08 PM
Hi!
I post here because it's where I ended after following 2 links :smug:



I don't really understand : you said eng_power must be superior to 1100 to be eared by hydro but in the above example shipInertia NOL_t03 IS > 1100!

Is there something I'm missing?

How it works: Suppose a ship is heard by the hydrophone in all its speed range. From 1 knot to 15 knots. If your eng_power is 4000 and we started down this value, then start to lose sound in one knot. If we go down more its value will lose sound at 2 knots, more and lose sound down to 3 knots, ..., 4, 5 ... until it runs without sound.

divingbluefrog
05-29-13, 03:22 PM
Crystal clear :up:

Macardigan
05-30-13, 09:13 AM
hello,

In your french chart can you change the

"AOTDM stormfly croisière moderne" line
(original name in name.cfg :
Grand navire de croisière moderne AOTDMadMax/Stormfly/SteelViking)

to "Grand navire de croisière moderne"

This modification have been made to my french translation of OH (in my French compilation mod now)

Like in english the "AOTDMadMax/Stormfly/SteelViking Big modern Passangership" and "Big modern Passangership" are physically identical in sh5.

And long name seems to cause some problem with automatic identification.

In your french chart, Passengers -> Passagers and
Oiltankers -> Pétroliers (vertical text)

:up:

hi choum.

I need your data\names.cfg file. (français) to create new table in your lenguage.

:O:

divingbluefrog
05-30-13, 11:21 AM
May I suppose that it is compatible with OHII v2.2 base+env as this combination doesn't add any ship in game?
On another hand, I found that the C2 SB1 cargo doesnot have any sound, animation linked to the propeller and thus can't be eared on hydro. Is this bug already identified, and more useful, corrected?

I want to make a new version of the mod "RPM Hydrophone".

I'm thinking that the RPM of the propeller depends on the engine power, the weight of the vessel and the resistance of the water mass. Much more real than the actual mod.

To make it more real I would make the propellers rotate at the speed we hear by the hydrophone. Although not visible.

I accept suggestions.

(work in progress):rock:

As far as I know, propellers animations are hardcoded, you should ask TDW for confirmation, and if it's right, as the player's sub propellers rotate accordingly with the rpm, we could hope that it's also true for the merchants.

Choum
05-30-13, 11:26 AM
hi choum.

I need your data\names.cfg file. (français) to create new table in your lenguage.

:O:

it's here :
http://www.subsim.com/radioroom//downloads.php?do=file&id=4078

Macardigan
05-30-13, 11:46 AM
May I suppose that it is compatible with OHII v2.2 base+env as this combination doesn't add any ship in game?
On another hand, I found that the C2 SB1 cargo doesnot have any sound, animation linked to the propeller and thus can't be eared on hydro. Is this bug already identified, and more useful, corrected?



As far as I know, propellers animations are hardcoded, you should ask TDW for confirmation, and if it's right, as the player's sub propellers rotate accordingly with the rpm, we could hope that it's also true for the merchants.

hii

Not compatible with base + env because the mod also changes the values ​​of new merchants added by OHII + newships (ohII full).

All these new merchants are RPM table.

Exists a "light" version of the mod for OHII_light_v3. (first post)

-------------------------


The propeller animation never coincides with the rpm sound heard by the hydrophone.

Macardigan
05-30-13, 11:57 AM
In your french chart, Passengers -> Passagers and
Oiltankers -> Pétroliers (vertical text)

This I do not understand


O
I
L
T
A -----I HAVE TO CHANGE for this???--------> PÈTROLIERS
N
K
E
R

Choum
05-30-13, 12:23 PM
exactly

all change are indicate here : https://mega.co.nz/#!iVUF0JaL!JPDVBGiIxpxkHSmTkaWy7DGROesglywtMG9LNLo L7qg

Macardigan
05-30-13, 03:57 PM
RPM HYDROPHONE MERCHANTS v2.1 available. (fisrt post):rock:

divingbluefrog
05-31-13, 12:25 AM
Pb with C2 cargo solved.

Macardigan
05-31-13, 09:42 AM
May I suppose that it is compatible with OHII v2.2 base+env as this combination doesn't add any ship in game?
On another hand, I found that the C2 SB1 cargo doesnot have any sound, animation linked to the propeller and thus can't be eared on hydro. Is this bug already identified, and more useful, corrected?

C2 - s - b1 cargo no sound below 48 rpm: 5.5

see RPMtable

:know:

greetings.

Macardigan
05-31-13, 09:44 AM
Pb with C2 cargo solved.

(google translation)

What was the problem?:hmmm:

divingbluefrog
05-31-13, 01:56 PM
Absolutely no idea. I had no mod modifying her. Nonetheless, I removed all my mods, rebuild a new mission and she was operational again.

Macardigan
05-31-13, 07:12 PM
Absolutely no idea. I had no mod modifying her. Nonetheless, I removed all my mods, rebuild a new mission and she was operational again.

remember:

Dashes in the table of revolutions per minute is that there is no sound.

example: C2 has no sound If this sails under 5.5 knots.

example 2: C1-B type medium merchant has no sound below 6 knots. (58rpm)

:know:

divingbluefrog
06-01-13, 02:43 AM
As I'll have to adapt your mod to my own mod list, I want to be sure to do things right, so I've some questions :
- In some of your .sim files (ex : NKMCS-C1B) you are using a non null value for Max-Force, and yet AFAIK, these values were first introduced by TDW in his Ship Inertia mod. Are they here for a purpose, or by mistake? If the former is true, how does this parameter influence the ship's behavior?
- You said in another post that if rpm goes over 100, the sound loops to 20 rpm and thus you can't ear it on hydro. Ok. But you say nothing about the lower value of rpm.
For example, C1B can't be eared under 6 knots, but at 5 knots, it rpm should be something around 52-53, which is a value that can be eared for other ships. Is this relative to eng-power value?

I've also found that the values set for the T3 Cimmaron are not exact. First, the ship mass in stock is set to ~7000t, it's true but it's the light mass. In full load, its displacement is 25200t-23000t. Second, you set eng-power to 30400, but it's shp (shaft horsepower). The engine power is 13500 hp.
You can find a lot of technical data here :
http://www.ibiblio.org/hyperwar/USN/ships/ships-mc.html

I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...:doh::nope:
Perhaps could you offer this option in your great mod.

Macardigan
06-01-13, 06:11 AM
- You said in another post that if rpm goes over 100, the sound loops to 20 rpm and thus you can't ear it on hydro. Ok. But you say nothing about the lower value of rpm.
For example, C1B can't be eared under 6 knots, but at 5 knots, it rpm should be something around 52-53, which is a value that can be eared for other ships. Is this relative to eng-power value?
-None merchant of the table may exceed 99 rpm. Impossible. The maximum is 99. This is to avoid problems with over 100 rpm. (modified file: propeller_4_hyd)
-This is relative to eng_power and eng_rpm

I've also found that the values set for the T3 Cimmaron are not exact. First, the ship mass in stock is set to ~7000t, it's true but it's the light mass. In full load, its displacement is 25200t-23000t. Second, you set eng-power to 30400, but it's shp (shaft horsepower). The engine power is 13500 hp.
You can find a lot of technical data here :
http://www.ibiblio.org/hyperwar/USN/ships/ships-mc.html
Everything is changed in order to create the table. Some values ​​are not real. If you modify something RPM table becomes unusable.

I never want to make the table again.

There have been many hours of work
http://imageshack.us/a/img254/9320/img20130420053720.jpghttp://imageshack.us/a/img822/2386/img20130420053649.jpg

I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...:doh::nope:
Perhaps could you offer this option in your great mod.
:up:That's a great idea. Even if you have a good ear, the brain will eventually discriminate the "tic_tac" Focusing on the "chug" of propeller.

Bathrone
06-02-13, 04:22 AM
Jsut wanted to thankyou for the awesome work, this is great :yeah:

Macardigan
06-02-13, 06:40 AM
Jsut wanted to thankyou for the awesome work, this is great :yeah:

thanks, enjoy it:up:

Macardigan
06-03-13, 10:54 AM
RPM Hydrophone Merchants 2.1:

You can give your opinion about the MOD.

Were you able to calculate the RPM of a ship using the table??

Suggestions to improve the mod.

thanks.:salute:

Fifi
06-03-13, 03:41 PM
Suggestions to improve the mod.

thanks.:salute:

Warships too! :sunny:

Macardigan
06-03-13, 05:20 PM
Warships too! :sunny:

:hmmm:


I'm doing mod version 3. Tomorrow I will put some picture.

It may include some warships.

Bathrone
06-04-13, 02:54 AM
Cant wait :up:

Vorkapitan
06-05-13, 04:54 PM
:hmmm:


I'm doing mod version 3. Tomorrow I will put some picture.

It may include some warships.


What about TDW's Ship Inertia mod incompatibility?

Have you talked to him yet?

Joe

Vorkapitan
06-06-13, 04:52 PM
RPM Hydrophone Merchants 2.1:

You can give your opinion about the MOD.

Were you able to calculate the RPM of a ship using the table??

Suggestions to improve the mod.

thanks.:salute:

Any way to have an "RPM counter to show" option for new new people?
This would also in training the ear to hear the props better.

Joe

Macardigan
06-07-13, 10:40 AM
Any way to have an "RPM counter to show" option for new new people?
This would also in training the ear to hear the props better.

Joe

I have not enough knowledge to put a counter in the game. Sorry.:know:

Fifi
06-07-13, 12:51 PM
I have not enough knowledge to put a counter in the game. Sorry.:know:

:yep: That you be hard to create, i imagine!
Furthermore, it would "destroy" your mod purpoise imo, deleting the human error factor :D

As i already said, i love your mod concept and it's adding a real immersion to the sim. The hydrophone station is one of the most important U Boot part (if not the most), and it really deserve a special attention of the modders. You did it right :yep:
Using your mod, we really take the incarnation of the hydro man 73 years back, trying to decode what he was hearing to give best speed and heading estimation, and sometime at crucial moment!

To me, only 2 things missing. Waships, and few cargo sounds can't be heard at certain RPM...but second one i didn't encounter yet.

Macardigan
06-08-13, 04:36 AM
:yep: That you be hard to create, i imagine!
Furthermore, it would "destroy" your mod purpoise imo, deleting the human error factor :D

As i already said, i love your mod concept and it's adding a real immersion to the sim. The hydrophone station is one of the most important U Boot part (if not the most), and it really deserve a special attention of the modders. You did it right :yep:
Using your mod, we really take the incarnation of the hydro man 73 years back, trying to decode what he was hearing to give best speed and heading estimation, and sometime at crucial moment!

To me, only 2 things missing. Waships, and few cargo sounds can't be heard at certain RPM...but second one i didn't encounter yet.

And version 3 will be more difficult to calculate the speed.

Some sounds will be new.

I'll put warships.

* fifi, I can make all the merchants have sound at >3knots, but not in all revolutions.

To solve this we must increase the eng_power, the problem is that I do not want to put a "small_merchant" with the force of a cimmaron, but I will try to solve this in another way.

Remember: With the "propeller_4_hyd" modified to max: 99rpm, the minimum is approx 42rpm.

Fifi
06-08-13, 07:19 AM
Sounds good :up:

Macardigan
06-24-13, 09:04 AM
(google translation from spanish)

I'm doing mod version 3.

RPM warships will reach 130 rpm. (heard by the hydrophone)

I do not know if the German navy had data from the British battleships rpm. Because only one unit still is not enough to collect data during the war.

How do the Germans know how many revolutions per minute rotating propeller "renown_Battlecruiser"? i.e.

I do not know how they did this.

I'm thinking of adding only warships with more than 10 units produced.:hmmm: destroyers, etc...

:hmmm::hmmm:

I accept your suggestions regarding this.:hmmm:

Macardigan
06-25-13, 11:52 AM
I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...:doh::nope:
Perhaps could you offer this option in your great mod.


Tell me the sound file of "tic_tac" timer. please.

thank you

divingbluefrog
06-25-13, 12:36 PM
I've done a reinstall since this time, and I didn't notice my modification.
I think it's clock.wav in data\Sound

Fifi
06-25-13, 03:45 PM
See here: http://www.subsim.com/radioroom/downloads.php?do=file&id=1707

Fifi
06-29-13, 06:55 PM
Macardigan, any way to get the RPM table sheet (english or french) using CSP Magui interface? :06:

EDIT: forget it, i managed to get it in CSP Magui, in replacement of sinus/cosinus chart (wich i never use)
http://img15.hostingpics.net/thumbs/mini_448684RPMsheetinMagui.jpg (http://www.hostingpics.net/viewer.php?id=448684RPMsheetinMagui.jpg)

Macardigan
06-30-13, 04:05 AM
Macardigan, any way to get the RPM table sheet (english or french) using CSP Magui interface? :06:

EDIT: forget it, i managed to get it in CSP Magui, in replacement of sinus/cosinus chart (wich i never use)
http://img15.hostingpics.net/thumbs/mini_448684RPMsheetinMagui.jpg (http://www.hostingpics.net/viewer.php?id=448684RPMsheetinMagui.jpg)

ok, fifi. :salute:

edit: I will copy your idea. xD

DrJones
06-30-13, 07:04 AM
ok, fifi. :salute:

edit: I will copy your idea. xD

Hey mate,

i like to ask if i can add it to the Interface...i think about to make in only visible as a draggable Chart in the hydro Station

Best Regards

DrJones

Macardigan
06-30-13, 07:38 AM
Hey mate,

i like to ask if i can add it to the Interface...i think about to make in only visible as a draggable Chart in the hydro Station

Best Regards

DrJones

hi!!:salute:

(google translation from spanish)

Good idea. Do it and you comment us the result.:up:

Fifi
06-30-13, 03:07 PM
i think about to make in only visible as a draggable Chart in the hydro Station

Best Regards

DrJones

Yes, good idea :up:
It's only usable in hydro station anyway :)

@ Mac: i've added the little mod "SH5 - No Chornometer Ticking Sound", and it's way easier to count the RPM! No more disturbing.

Macardigan
07-04-13, 02:59 AM
Yes, good idea :up:
It's only usable in hydro station anyway :)

@ Mac: i've added the little mod "SH5 - No Chornometer Ticking Sound", and it's way easier to count the RPM! No more disturbing.

In a few days, I will pass the list of warships RPM table. If you can pass them to your language.:hmmm:

sh5 - no chronometer tickin sound. <---- good mod, installed.:up: