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I was really shocked that I got those results so fast last night. Trev, I've never used any of these missions before and I was wondering if playing them alters your activated mods in any way. I noticed when I played the lifeboat check mission that even though my soundguy worked, my chief's character had changed back to the original. I use the alternate w' beards right now, so I was thinking maybe the soundman was working because more mods had been deactivated than I had done. This might turn out to be as simple as switching mods around, but I would rather find the file that's causing the trouble. I know we're going to get this working, but I can't wait to have a working soundman. Also; I'm not getting the contacts in the messagebox either. This may be even be more important. Rock n' Roll D40 |
Ok - made a test mission
I am 30m deep target is 60km away heading to pass me side on at 8knots http://img824.imageshack.us/img824/1720/missiond.jpg Run the mission The target is first spotted at 33km and hydro line is drawn on map no call out or message http://img72.imageshack.us/img72/2986/firstcontact1.jpg target heads towards my at 8knots hydro line shows where he is the whole way not shout out from hydro at any time. Then the targer disappears as it passes by deaf spot off the bow. When the target reappears the sound man calls out and message is posted new updates are shouted out and posted as the target moves away out of range http://img594.imageshack.us/img594/7016/firstshout1.jpg Second go - ran same mission again target spotted at 32km this time i ask hydro to repeat last contact contact is posted, but no shout out http://img812.imageshack.us/img812/6...stcontact2.jpg sound man remains quiet and no more messages posted the hydro line tracks target again target passes my bow and is about to go into my deaf zone still no message posted or call outs http://img72.imageshack.us/img72/2662/contact2r.jpg as target re-enters by the hydro zone sonar man posts message and calls out he continues to call out and post messages until out of range http://img809.imageshack.us/img809/414/firstshout2.jpg So - my issue is this when using real nav - the hydro line is not marked on your map this line is the only warning you will get unless you ask or unless contact is lost and then found again before he will start reporting :hmmm: |
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For most of us with this problem, the fix is simply go to the SH5/data/cfg/contacts.cfg--open it with notepad and make sure this line reads 60! The same with the precise line, make sure this reads 15. This will fix most of the soundman problems that the Kaleuns are having. There are several mods that have changed this and you'll need to find those as well 'cause everytime you load the mod, that contacts.cfg gets overwritten. I hope that swtching my mods around and updating the UI will help. I'll post again when I test. Will I be able to access this mission? Thanks D40 |
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Well - this is the problem - I don't think this is working as it should. I think the sound guy should shout out as soon as the hydro line first appears. Something is stoppoing him or there is no trigger. When the contact is lost (passing the bow) and then found again - this does seem to be a trigger to get him to call out and he will then continue to call. I am sure this counld be fixed by a script where when hydro line is drawn - sound man jumps in and starts calling out the bearings. This could however be annoying if this happens with friendly ships - so could perhaps be linked to the travel button:hmmm: :ping:Perhaps TDW could look at this when he has time and add it to his UI:D Quote:
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Did you check your contacts.cfg file? SH5/data/cfg/contacts.cfg. Open it up ans check the two lines ; Imprecise sensor contacts= should be 60 / Precise sensor contacts= should be 15. Even though someone stated that these are for radar, they had a direct effect on the soundman. If these are already set to those numbers, never mind this, the file is correct. If not, set those two parameters and try the mission again. This goes for everyone who may be having soundman problems. In a little while, I'm going to see if my adjustments to my mod soup are working at all. I did rearrange quite a bit + upgraded a couple things so...we'll see. If it does work I'll be closer to knowing where the culprit file is. :hmmm: D40 PS; thanks for the mission :yeah: |
My contact.cfg:-
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Same problem. My guy almost never calls out new hydrophone contacts. I play with contact markers disabled, so the only way for me to be informed the instant a contact is detected is to hotkey "Report nearest contact" to a key and spam away at it whenever I'm searching for ships to sink.
And also note that, with markers enabled, the hydrophone lines on the map show up perfectly for me as well. The detections are being made, but he refuses to let me know. Probably snickering at me behind my back as all the juicy merchants roll by, the bastard. What I'd really like, if a fix for the issue cannot be produced, is a way to have TC automatically drop to 1 or 8 as soon as a new hydro contact is made. That would alert me to the fact that something is up, even if I get no report message from the hydrophone operator, and it would give my poor left ring finger a break from the constant spamming. My contact.cfg is also set correctly. Mod list below : Quote:
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Cheers. D40 |
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You see...Yours is the perfect example of a soundman that should be working. I can only suggest until I find that culprit file that you switch around some of your mods. I know you've probably already tried to optimize this but for now, I would place the UI mod a bit further up, say above the MFSM/MCCD mods. I'm trying this as well now. I am on a quest, I just gotta' get "Benni" to work else he's gonna' get shot for dereliction of duty and also I don't wanna' see him cry:O: D40 |
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Well how about that. MUCH appreciated. Will this new patch modify SH5's exe though? I have the Steam version, which means I can't use your other exe patcher. Would hate to miss out on this fix!
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As far as the steam version, is there no way for them to manually insert the changes? Os does an .exe type patch negate this? By the way, I can't thank you enough, I must admit, I was getting bogged down, everytime I found an answer to something I got twice as many new questions. Thanks again mate!! :up::up: |
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1) Steam uses a form of self-modifying copy protection (obfuscator) that unpacks the game when you run it. Thus it's very complicated to try and make any changes to the code. 2) I don't have/use the Steam version of the game. If I did then I could make a DLL file that could be injected into the game to make the changes (but this DLL would have to be injected every time the game was run). The cost/reward relationship for this though is very low and isn't worth the time/effort to make even if I had the Steam version due to Amazon.com selling the game for ~$5. If the game was still ~$50 then it would be worth the time/effort :) I'm putting together the patch currently. Not only does the soundman call out every new bearing line but the messagebox gets a message about it also. |
Turns out this function that handles the new sonar contacts also handles many other things (aircraft spotted, smoke on the horizon, etc.). Very interesting function :hmm2: I'm playing with it currently trying to figure out how it determines all these different items.
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