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Thanks for the mod but the lack of version control is killing me here guys with trying to deal with establishing the right configurations. I downloaded the main file and since Sobers mod profile made mention of a patch I went looking for it. REQUEST : Please can you make mention in the first post that revision 1.2 isnt the latest and there is a patch. Without Sobers profile I would have missed it as the opening posts dont show theres a patch. My other issue is the way that the patch is configured. Sobers mod profile looks for a directory called "R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible" which is one of the four included directories in the patch. The problem is that one of the other directories is "R.E.M_by_Xrundel_TheBeast_1.2" which if I move into my MODS directory will overwrite the real revision 1.2 files. I realise it could be overwritten but thats bodgy and open to much confusion later on with the loss of control on version management. The other thing I wondered, is do I just need the "....IRAI compatible" directory and not the original "..TheBeast_1.2" directory? If so, it stands to reason those files were included for a reason so I think I do need them but theres no clear instruction on whats happening with your configuration items. REQUEST: Can you supply patches in a way like TDW does please? Keep each one version controlled using a specific directory structure. If its not needed afterall, then a patch only needs the binaries that have changed and it shouldnt be in the patch archive. I'm deeply grateful for the mods, just some attention in this space would greatly simplify sharing the awesomeness of the mods with others :up: As a temporary work around Im going to merge both the "...IRAI compatible" dir that Sobers mod profile looks for and bring across the "...TheBeast1.2" new files into that dir, please advise if thats going to be a wrong configuration. |
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The problem with ship_inertia. This mod decreases the value "eng_power" of some ships. inside .sim file. for example: C1-B type medium merchant. default value: eng_power 4000 <------ is heard by the hydrophone. ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone. Tested. |
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Could you pinpoint the power threshold below which ship's sound gets inaudible? |
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I have not checked, to do so you have to take a ship and change settings / test / change settings / test .... 15 years xDD changing values. No. seriously. 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. -------------------------------------------------------- Hola gap, No he mirado a qué valor se queda sin sonido porque toma mucho tiempo. Yo los fuí bajando o subiendo para hacer el mod. A ver si te haces una idea: Un buque se escucha por el hidrófono en todo su rango de velocidades. De 3 a 15 nudos. Si comenzamos a bajar el valor eng_power entonces comenzará a perder sonido a 3 nudos. Si lo bajamos más, perderá sonido a 4. y así sucesivamente hasta quedarse sin sonido totalmente incluso a 15 nudos. |
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In my mod, merchants hydrophone rpm 2.0, I modified the values "eng_power" merchant of sound for RPM at low speeds. By default they did not have. Increasing the value. The problem is that if you modify ship_inertia values, already is useless. So in order for what you install??? TDW lowered these values to lower thrust force to ships, for a heavy ship not accelerate like a zodiac. for example. greetings. |
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Yeah, and what i noticed in game (without ship inertia mod) is mainly the inverse...meaning merchants don't accelerate like zodiacs, but decelerate like zodiac after impact :yep:
I would like they keep an inertia after torp hitting. On other hand, warships probably accelerate faster than in RL :shifty: |
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If so, i will not, not actually when this mod is braking hydrophone hearing... |
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Las opciones son sacrificar el hidrófono a costa de ganar en inercia. o viceversa. ------------------------------------------------------------ Now I understand better. hehe. By lowering the value eng_power the engine has no power to brake so fast, so you get inertia. The problem: "mute sound" by hydrophone. The options are sacrificing the hydrophone at the expense of winning in inertia. or vice versa. |
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Yes, the problem is that IIRC SH5 inertia is calculated automatically based on ship's mass, and stock mass settings are fairly close to the real ones. What we can play with are probably drag settings... |
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El ship_inertia también modifica este valor dentro del .sim alo mejor esa es la clave. ------------------------------ The ship_inertia also change this value within .sim maybe that's the key. -------------------------------- Now remember that: In the image below, we see the value max_force to 0. (stock game). With ship_inertia values change. This image is from when I did the mod RPM.---------- http://img837.imageshack.us/img837/4...0510010057.jpg Seeing that the values "max_force" of the "ship_inertia values" not affect the merchants mute the sound through the hydrophone, I decided add this max_force values to my MOD. RPM hydrophone merchants 2.0-........(applied when I did my mod) So we must compare the effects of inertia between my mod and "ship_inertia", if the same results then my mod has a good part of "ship_inertia" maintaining the effect. *note: see "queenmary" value in my mod "160000 eng_power" xDDDDDDDDDDDDDDDD. I put this value so high in order to listen to the hydrophone to 3 and 4 knots minimun. By default no sound. . |
I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..
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Main ship inertia issue, is it brakes/affect all hydrophone sounds...so for your mod...might be a huge issue! :D |
Sonr man still not giving est rng:<)
Gents:
I have SH5 v 1.2, NEWUIs 7.4.2, REM, Mighty Fine Crew . I still do not receive est rng from sonar man, nor can I hear the target at any range:<O( I received it once... mrk 2 I had to estimate based upon known course... no other range provided for mrk 2 game is unplayable as to hydro target solution.... Still no sound of targ prop AT 3:oo AM this morning..... with the below mods in the order set out... I CAN HEAR THE SCREWS :<) My soundman is giving me on only brg but depending if the target is not to close to 0 Degrees front of my sub... the estimated range... I can now prepare a proper targ solution.... I still missed by just under the tip of ship!!!! Command Keys NEWUIs 7.4..2 Steel Vikings latest Mighty fine Crew 07/11/13 at 1:00 PM EST: Using the techniqus I learned from TEC tutorial on the historical mission tdw .. single freighter... and without human audio.... and the sound mn not giving me the estimated rng at 5 minutes...I used the brg he gave me at 5 minutes.. . I used the first mrk at 12:01 and the second at 12:02 and 20 secs to plot the course of the targ..out past tge 5 min brg,marked as mrk 3...,,and using ruler used the 3 brg to determine the rng to that 5 min bearing....I calculated dist traveled from mrk 2 to mrk 3 from there I was able to determine the spd, aob and other data ...(set the 3rd mrk for 30 degrees to launch torps...) I hit all three dead center to stern:<) DO I have this correct? Also.. when u say "install on top of." ..... do u mean install b4 or after NEWUI is installed you then install after that the mod? It is a language thing:<) Install b4 or install after would solve this possible misunderstanding because I checked out FIFI's mod list and the mods discussed in this tread are both b4 and after NewuUI 7.4.2:<) ....also no dead recon "D" button for nav? ...also.. how can I install mod for larger protractor and ruler? I use a magnifier on my screen to read the prot and ruler:<) it works but slows me down... now to re listen watch tec periscope torp solution lessons.... I am first going back into this tread to find the posts dealing with the settings which give human audio at Hydro station... in the uboat sensors file... Rol |
Hi!
Been away for a while, something like a year from my last post... :oops: Anyway, can someone help me a bit? Is R.E.M. still compatible with the latest TDW's UI-mod? I have R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible installed after the main mod, but I'm not sure if it's outdated (I believe it is). So how people handle this? Both are necessary mods! |
Could you fix the link, or does anyone else have a working link to thing, cause it's dead... :/\\!!
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