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-   -   [REL] Repaired Equipment MOD by Xrundel and TheBeast (https://www.subsim.com/radioroom/showthread.php?t=184224)

gap 02-17-13 04:11 PM

Quote:

Originally Posted by volodya61 (Post 2011386)
I'm back to my guns.. so far.. :D

Okay, I will join you in a few... ;) :up:

Quote:

Originally Posted by volodya61 (Post 2011386)
:har:
When we arrived there were three and a half pages in this thread.. :03:

We are veritable thread boosters :smug: :-j

gap 02-17-13 06:07 PM

http://www.subsim.com/radioroom/show...9&postcount=94

;)

volodya61 02-17-13 06:16 PM

all men are brothers, all have to help each other. :up:

gap 02-17-13 06:17 PM

Quote:

Originally Posted by volodya61 (Post 2011491)
all men are brothers, all have to help each other. :up:

:yep:

Rubini 02-17-13 10:37 PM

Hi guys,

Thanks by the tip gap! Thanks also by your efforts volodya61!

I just finished to read all posts here from page 6 to the end.
If I understood well your approach to fix the hydrophone being deaf for the player in some layers was adjusting a bit their maxrange and some others entries on the sensors file hydro nodes, with some logical.

When i adapted the mod for Sh3 I didnīt noticed this problem at first , later some users call my attention to the problem. I then noticed that this problem was present also on itīs "original" sh5 version. Tried to found a solution, but no dice. For me was clear that this was one more Sh3/SH4/SH5 engine limitation.

Now, good to know that you have a found solution! I will try it on SH3 and will post later my results!

Thanks to share, this is why SH community goes ahead and itīs here from so much years!:up:

Rubini 02-18-13 12:38 AM

Ok, first quick test done:

it works also on SH3! Great find guys!:yeah:

Some comments and limitations:

1. The solution is related to make the first sensor the more long one (more distance sensible, currently the more deep). In this original mod and also on my version for Sh3 the sequence was just the inverse: first the short one, last the long one.

2.With this correction the mod continues to work on Ai/sonarman crew side correctly...but

3. At player (human) side, besides the fact that now we have again a really working hydro station as before (I mean, we have again ambience and propelers sound there all the time), it have the flaw of working all the time, for any distance (from max 30km from almost 0km), independentely of the hydro layer.

Conclusion: isnīt a perfect solution because the player will listen too much, independently of the hydro layer or uboat depth, but the AI/sonarman will works correctly, as the mod intention. Probably by game engine limitation, we will never have a perfect solution, but the mod is much better now!!(well, "never" canīt be used on SH3/4/5 mod community, we already fix a lot of unfixable things, no?):up:

gap 02-18-13 07:19 AM

Hi Rubini,

I am glad that, despite its limitations, the fix also worked for you. :up:
your conclusions are correct:

- only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player;

- unfortunately human audible contacts are not affected by MaxRange settings: as noted by you, they are audible at any range. This is a limitation (or rather an unlimitation :D) relative to SH5 and probaly to SHIII stock games. Introducing layers with limited hydrophone detection, the present mod and your one for SHIII only make the problem more obvious.

Rubini 02-18-13 11:28 AM

Hi gap,

Today i made por deep tests and it really works in all of them!!:salute:

Quote:

- only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player;

In my tests it worked even with lower ID numbers than others layers. The unique thing that change the mod behaviour is making the first layer the one that have the major distance detection, just this. (not related to id number, but itīs positions on the file, i mean, making it the first node between the layers). Perhaps we have some difference between Sh3/Sh5 here?

Thanks again by your effort, it really solved the problem and this is now a very complete mod!:up:

gap 02-18-13 12:09 PM

Quote:

Originally Posted by Rubini (Post 2011810)
Today i made por deep tests and it really works in all of them!!:salute:

Excellent news :yeah:

Quote:

Originally Posted by Rubini (Post 2011810)
In my tests it worked even with lower ID numbers than others layers. The unique thing that change the mod behaviour is making the first layer the one that have the major distance detection, just this. (not related to id number, but itīs positions on the file, i mean, making it the first node between the layers). Perhaps we have some difference between Sh3/Sh5 here?
Thanks again by your effort, it really solved the problem and this is now a very complete mod!:up:

No, I didn't mean unique Id numbers, but Index numbers (the ones which determine the position of a node/controller within the file). During my and Volodya's test, the controller with the highest number among the ones assigned to each hydrophone (in other words, the last one listed in s3d's tree) controls contact's audibility :yep:

Have you noticed anything different during your tests?

Rongel 02-20-13 01:07 PM

Hey-a!

So what is the situation with this new hydro-fix? I know that Xrundel and TheBeast have been absent for some time, but it would be nice to get this mod out in a proper way, with description of it's effects and installation notes etc. Your hard work needs some publicity!

Maybe a new thread then if it's impossible to get the fix to the front page. Don't want this to get lost in the depths of the forum...

gap 02-20-13 01:57 PM

Quote:

Originally Posted by Rongel (Post 2013005)
Hey-a!

So what is the situation with this new hydro-fix? I know that Xrundel and TheBeast have been absent for some time, but it would be nice to get this mod out in a proper way, with description of it's effects and installation notes etc. Your hard work needs some publicity!

Maybe a new thread then if it's impossible to get the fix to the front page. Don't want this to get lost in the depths of the forum...

Hi Rongel,
have you tested the fix?

I agree with you that this mod would deserve better attenction. Maybe we can PM TheBeast and ask him to start a new thread for it, as XRundel has not been active in a long time :06:

Rongel 02-20-13 02:53 PM

No, sorry! Been waiting for "official" version... But when I have time I could dive through the posts and try to find the download link. Please PM TheBeast and if nothing happens maybe a new thread with your fix?

Rubini 02-20-13 03:09 PM

Quote:

Originally Posted by Rongel (Post 2013005)
Hey-a!

So what is the situation with this new hydro-fix? I know that Xrundel and TheBeast have been absent for some time, but it would be nice to get this mod out in a proper way, with description of it's effects and installation notes etc. Your hard work needs some publicity!

Maybe a new thread then if it's impossible to get the fix to the front page. Don't want this to get lost in the depths of the forum...

Yes, i agree, an essential fix, must be relesed on itīs own thread as a fix for this mod. In Sh3 mod forum i already made it!

@gap: no, i havenīt noted any news on the matter. At Sh3 forum i already updated the mod with this fix, also with the proper credits and i added some explanations of the stock sh3 engine limitations on the hydro station that must be almost the same for the sh5. Take a look on the first page on the sh3 thread.:up:

volodya61 02-20-13 03:23 PM

Quote:

Originally Posted by Rongel (Post 2013102)
...maybe a new thread with your fix?

I think we haven't finished our work yet :yep:
Gap?

gap 02-20-13 05:00 PM

Quote:

Originally Posted by Rubini (Post 2013115)
Yes, i agree, an essential fix, must be relesed on itīs own thread as a fix for this mod. In Sh3 mod forum i already made it!

@gap: no, i havenīt noted any news on the matter. At Sh3 forum i already updated the mod with this fix, also with the proper credits and i added some explanations of the stock sh3 engine limitations on the hydro station that must be almost the same for the sh5. Take a look on the first page on the sh3 thread.:up:

Thank you for the incouragement Rubini. :sunny:
Please read below for an answer to your suggestions.

Quote:

Originally Posted by Rongel (Post 2013102)
No, sorry! Been waiting for "official" version... But when I have time I could dive through the posts and try to find the download link. Please PM TheBeast and if nothing happens maybe a new thread with your fix?

You don't need to say sorry, mate :)

Links to the current fixes are to be found in this post. As you are indirectly asking if they are "official", I will answer "yes" and "no":

yes in as much as our initial purpose was to fix a specific aspect of this mod, and the mission was hopefully accomplished at the best that SH5 can allow.

no, because TheBeast and XRundel, owners of this mod, are probably still unaware of our work and, without their consent, I feel a bit reluctant to add any new feature/improvement which may "distort" the meaning of the mod.

Quote:

Originally Posted by volodya61 (Post 2013134)
I think we haven't finished our work yet :yep:
Gap?

well Volodya, I got many ideas :up: but...

following the reasoning I have started before, I think that before taking any further step with R.E.M, be to continue it or to create a new mod based on the brilliant premises established by it, we should at least ask for TheBeast's permission. What do you think?

Fifi 02-27-13 08:40 PM

It seems that GHG stock hydro isn't working correctly on surface :-?

Looking in Multiples UIs thread by TDW, it seems a sensor.sim file is required for REM to work properly with NewUIs TDC and FX Update...but link is down :06:

gap 02-28-13 11:01 AM

Quote:

Originally Posted by Fifi (Post 2017136)
It seems that GHG stock hydro isn't working correctly on surface :-?

Hi Fifi, provide the following information please:

- your current mod list

- what is currently happening with the GHG on surface, which you think is wrong?

- how would you rather like the GHG to work?

Fifi 02-28-13 03:59 PM

Hi Gap,
Testing a new list and with first time REM inside:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
sobers water splash anim SH5
sobers base sky mechanics V1
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Patch_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (U-96 BLACK) v-1.1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
OH II Minefield map for TDWs Ui
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
sobers NO water drops V1
smaller flags for Warships 1_0b
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers hud sounds V1 SH5
sobers no footstep sound mod
EQuaTool 01.01 by AvM - Large Style
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V5 SH5
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
Torpedo Splash
No Ship Reflections incl EFS 1.2
stoianm pitch&roll for SH5 V1 (normal)
MyKey
TDW_GenericPatcher_v_1_0_74_0

Without REM, with GHG i can get hydro contacts on surface.
With REM, my GHG can't detect contact on surface...(flat sea, leaving Kiel)
GHG is supposed to hear contact on surface or not? :06:

(all this because i think some German hydrophones were historicaly able to hear on surface, and because i don't want to miss any contact :D)

I love the REM concept, but if i can't get surface contact with accurate hydro, i think i'll leave it for the moment.
On first post, it says GHG surfaced = 17000M...

gap 02-28-13 04:30 PM

Try this fix (enable the TDW compatible version after REM, New UI's and IRAI): :up:

http://www.subsim.com/radioroom/show...&postcount=130

IIRC, using this patch GHG and Balkon Gerat should work on surface. If not, I will tell you what settings you need to edit in order to make them to work as you want :up:

Fifi 02-28-13 05:07 PM

Ohh...many thanks!

I'll activate this TDW compatible at the end of list, without changing REM place, is it right? :oops:

Edit: sorry realised i will activate it just after REM in my list! lol


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