SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Repaired Equipment MOD by Xrundel and TheBeast (https://www.subsim.com/radioroom/showthread.php?t=184224)

Windir 03-16-13 09:19 PM

Quote:

Originally Posted by volodya61 (Post 2025385)
maybe it make sense to add our fixes to this page? :06:

What is your fixes?

Quote:

Originally Posted by volodya61 (Post 2025443)
there are 'regular' versions (standart and TDW's mods compatible) - http://www.subsim.com/radioroom/show...&postcount=130

there is 'no hydrophone on surface' version - http://www.mediafire.com/?c52qo9gmzvtfc3v

Thank you :salute:

<-Bear with me guys ,i`m a Nub:O:

If i understand this right the links above are fixes to the R.E.M_by Xrundel_TheBeast_1.2 mod?
do i enable this on top of the R.E.M_by Xrundel_TheBeast_1.2 mod or replace it?

I enabled the R.E.M mod a cuple of days ago and since then i have had no hydro on surface, witch i like of course. so why should i download/enable this? :k_confused:

Fifi 03-17-13 01:20 AM

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

jean74 03-17-13 04:07 AM

Hi Fifi,

When I try to download this mod on game front I get an "error message" (404 forbiden). :wah:

So, would you please update your post "grosse compile" on mille-sabord.com with a workable link ?

Many thanks in advance,

Regards :salute:

John (James)

Fifi 03-17-13 06:22 AM

Hi Jean, here you can download the REM hydrophone mute for player fix (TDW compatible): http://www.mediafire.com/download.php?4onmxnj9u2jy8nc

Windir 03-17-13 12:59 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

Ok i see ,i was thinking of the rotating one cuz i haven`t unlocked the other hydro types yet.

Thanks for clearing that up for me :up:

jean74 03-17-13 01:15 PM

Quote:

Originally Posted by Fifi (Post 2026559)
Hi Jean, here you can download the REM hydrophone mute for player fix (TDW compatible): http://www.mediafire.com/download.php?4onmxnj9u2jy8nc

Many thanks Fifi for your kind reply. I have no problem to download the fix But I can't download the REM regular base mod on gamefront !!!

REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?

Many thanks another time for your help and reply,

Regards

Jean

gap 03-17-13 01:21 PM

Quote:

Originally Posted by jean74 (Post 2026680)
Many thanks Fifi for your kind reply. I have no problem to download the fix But I can't download the REM regular base mod on gamefront !!!

REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?

Many thanks another time for your help and reply,

Regards

Jean

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:

Fifi 03-17-13 04:04 PM

Quote:

Originally Posted by jean74 (Post 2026680)
REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?

Nope ------------>

Quote:

Originally Posted by Gap
enable the REM fix on top of the main mod


jean74 03-17-13 04:49 PM

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:

@Gap
Many thanks Sir for the information and for your help. I am stupid :timeout: because I didn't think to have a look into the download section.

I take it !!!

Quote:

Originally Posted by Fifi (Post 2026762)
Nope ------------>

@Fifi
Thank you for your reply and for the information.

Best Regards,

Jean

gap 03-17-13 05:02 PM

Quote:

Originally Posted by jean74 (Post 2026783)
@Gap
Many thanks Sir for the information and for your help. I am stupid :timeout: because I didn't think to have a look into the download section.

I take it !!!

Don't mention it, we are here for helping each other :salute:

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:


All times are GMT -5. The time now is 05:10 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.