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

Bathrone 04-20-13 03:57 AM

Quote:

Originally Posted by gap (Post 2026684)
Re-up by Trevally on subsim: :up:
http://www.subsim.com/radioroom/down...o=file&id=4002

enable the REM fix on top of the main mod :know:

Hi Everyone

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.

Macardigan 05-05-13 04:29 PM

Quote:

Originally Posted by Fifi (Post 2026512)
Windir, just activate R.E.M. - hydrophone mute for player fix (TDW compatible) on top of regular REM, if you want your hydro on surface.
Only works with hydro able to hear on surface of course (not rotative one).

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

Don't use the TDW ship inertia mod in your list, if you have it!
For some mysterious reason, it screw up the hydrophone hearing...for many users.

See how i put both REM in my list: http://www.subsim.com/radioroom/show...20&postcount=1

I found.

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.

gap 05-05-13 04:33 PM

Quote:

Originally Posted by Macardigan (Post 2051888)
I found.

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.

Good finding :up:

Could you pinpoint the power threshold below which ship's sound gets inaudible?

Macardigan 05-08-13 05:30 PM

Quote:

Originally Posted by gap (Post 2051890)
Good finding :up:

Could you pinpoint the power threshold below which ship's sound gets inaudible?

Hello again gap.

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.

Fifi 05-08-13 05:38 PM

Quote:

Originally Posted by Macardigan (Post 2051888)
I found.

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.

:sunny: That would be awesome if you could fix the "ship inertia" mod issue :up:

Macardigan 05-08-13 05:55 PM

Quote:

Originally Posted by Fifi (Post 2053526)
:sunny: That would be awesome if you could fix the "ship inertia" mod issue :up:

(google translation, uff...)
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.

gap 05-08-13 07:36 PM

Quote:

Originally Posted by Macardigan (Post 2053538)
(google translation, uff...)
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.

I see, essentially the fix would be reverting to stock settings, thus aking the mod null :doh:

Fifi 05-08-13 08:07 PM

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:

gap 05-08-13 08:08 PM

Quote:

Originally Posted by Fifi (Post 2053594)
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:

The key is probably front-back inertia... :hmm2:

Fifi 05-08-13 08:12 PM

Quote:

Originally Posted by gap (Post 2053596)
The key is probably front-back inertia... :hmm2:

Front-back?...do you mean activate this mod again?:oops:
If so, i will not, not actually when this mod is braking hydrophone hearing...

Macardigan 05-08-13 08:34 PM

Quote:

Originally Posted by gap (Post 2053596)
The key is probably front-back inertia... :hmm2:

Ahora lo entiendo mejor. jeje. Al bajar el valor eng_power el motor no tiene fuerza para frenar tan rápido, así consigues inercia. El problema es que te quedas sin sonido por hidrófono.

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.

gap 05-08-13 08:59 PM

Quote:

Originally Posted by Macardigan (Post 2053606)
Ahora lo entiendo mejor. jeje. Al bajar el valor eng_power el motor no tiene fuerza para frenar tan rápido, así consigues inercia. El problema es que te quedas sin sonido por hidrófono.

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.

Ya, el problema es que, si no recuerdo mal, en SH5 la inercia es calculada automáticamente a partir de la masa de los buques, y los valores de masa que pones en el juego me parecen ya bastante cercanos a los reales. Lo que si podemos ajustar son los valores de arrastre :hmm2:

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...

Macardigan 05-09-13 05:51 PM

Quote:

Originally Posted by gap (Post 2053613)
Ya, el problema es que, si no recuerdo mal, en SH5 la inercia es calculada automáticamente a partir de la masa de los buques, y los valores de masa que pones en el juego me parecen ya bastante cercanos a los reales. Lo que si podemos ajustar son los valores de arrastre :hmm2:

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...

drag settings= max_force value??

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.










.

Macardigan 05-27-13 09:40 AM

I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..

gap 05-27-13 09:52 AM

Quote:

Originally Posted by Macardigan (Post 2063533)
I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..

Probably not worth your effort: for some reason, ship inertia creates many problems, and TDW don't seem interested in continuig it :hmm2:

Fifi 05-27-13 04:07 PM

Quote:

Originally Posted by gap (Post 2063543)
Probably not worth your effort: for some reason, ship inertia creates many problems, and TDW don't seem interested in continuig it :hmm2:

:agree:
Main ship inertia issue, is it brakes/affect all hydrophone sounds...so for your mod...might be a huge issue! :D

rolandslaw 07-08-13 08:21 PM

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

Rongel 10-29-14 12:11 PM

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!

flyer102 05-21-16 11:35 AM

Could you fix the link, or does anyone else have a working link to thing, cause it's dead... :/\\!!

Echolot 05-22-16 08:15 PM

An updated version is available in the download section of this forum.


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