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all men are brothers, all have to help each other. :up:
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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: |
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: |
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. |
Hi gap,
Today i made por deep tests and it really works in all of them!!:salute: Quote:
Thanks again by your effort, it really solved the problem and this is now a very complete mod!:up: |
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Have you noticed anything different during your tests? |
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... |
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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: |
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?
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@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: |
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Gap? |
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Please read below for an answer to your suggestions. Quote:
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:
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? |
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: |
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- 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? |
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... |
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: |
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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