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-   -   MMM - MyMegaMod (https://www.subsim.com/radioroom/showthread.php?t=192236)

pedrobas 02-28-12 03:16 PM

Quote:

Originally Posted by mikaelanderlund (Post 1847030)
Sorry to say it but I have not KDB installed in my uboat and still no sound in the hydrophone. I don't think it's connected to KDB.

Which Hydrophone are you using?

mikaelanderlund 02-28-12 03:18 PM

GHG on my VIIA

:salute:

pedrobas 02-28-12 04:56 PM

Some test results here:

- With MMM p3 and KDB you start to hear at a depth >27 m. But didnīt have text message, the sonar guy also hear the contact (No real navigation)

- Changed the Uboot_sensors.sim to the TDW UI No_hydrophone_on_surface.
Now i can hear at depth > 16 m. and have text message, could ping the contact and it was at a range of 30500 m. (With real navigation).

-Same Uboot_sensors.sim and disable Real navigation, both me and sonar guy can hear at depth > 16 m. and have text message but sonar guy says warship and the text shows unknown.

-Tweak MMM p3 Uboot_sensors.sim and now both me and sonar guy can hear at depth > 10 m. and have text message but sonar guy says warship and the text shows unknown. Same than with TDW UI No_hydrophone_on_surface (No real navigation)

:up:

mikaelanderlund 02-29-12 01:26 AM

ahh, so it depends on how deep I am:88). Will test the hydrophone at depth >27 m :up:

pedrobas 02-29-12 01:37 AM

Quote:

Originally Posted by mikaelanderlund (Post 1847259)
ahh, so it depends on how deep I am:88). Will test the hydrophone at depth >27 m :up:

Yes, the idea of R.E.M. was to have more or less realistic values for Hydrophones and Radars.
Quote:

Originally Posted by Xrundel (Post 1675971)
Edited by Xrundel on June 02, 2011

"Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2

"R.E.M_by_Xrundel_TheBeast_1.2"- is modification that will take care of antennas,
periscopes, sonar and radar stations on your U-Boat that previously was not function properly. This MOD
was created with idea of taking the game to the new, more realistic and enjoyable level.

Previous releases list:

Version 1.0 under the name "Periscope_and_Antenna_fix_by_Xrundel"

1) Height of Observation Periscope set at 3.512m
2) Height of Attack Periscope set at 5.063m
3) Repaired Rod Antenna that still expending under the water but does not stick out of the surface
on periscope depth.
4) Repaired Round Antenna (Direction Finder Loop) - retracts automatically into slot when
U-Boat is submerging.


Version 1.1 under the name "Depth_Dependent_Hydrophone_1.0.0" included everything of
listed above plus follow repairs performed on various hydrophone station sensors:

1) GHG (GruppenHorchGerat) -originally installed on boat.

Surfaced------------------17 000m
Periscope Depth (12m)-----25 000m
Depth 30m and below-------40 000m (maximum range)

2) KDB (KristallDrehbasisGerat)- optional rotating device that eliminates blind spot on the bow.

Surfaced-----------------------0m
Periscope Depth (12m)------22 000m
Depth 30m and below--------38 000m (maximum range)

3) Balkon Gerat - optional device, better than previous two.

Surfaced-------------------17 000m
Periscope Depth (12m)------27 500m
Depth 30m and below--------40 000m (maximum range)


Version 1.2 (current) included everything listed above plus:

1) Repaired bearing wheel at radar station that allow to read accurate bearing to the contact.
2) Repaired external rotating antennas that now work according state of radar station (One sweep,
constant sweep, focus). They also retract automatically when U-Boat is submerging.
3) Repaired FuMO-29 antenna that now have following specifications:
FOV - 60 degrees
Detection range:
Ships-------7 500m
Aircraft----15 000m
4) Repaired FuMO-30 antenna have following specifications:
FOV - 360 degrees.
Detection range:
Ships-------10 000m
Aircraft----20 000m
5) Repaired FuMO-61 antenna have following specifications:
FOV - 360 degrees
Detection range:
Ships-------13 000m
Aircraft----25 000m
6) Repaired FuMO-65 antenna have following specifications:
FOV - 360 degrees.
Detection range:
Ships-------16 000m
Aircraft----30 000m

All radar specifications are compromise between historical accuracy and game playability.
They are close to real values as it gets.

For some reason SH5 adds 7 meters to what was define in UBoot_sensors.sim for the KDB, the rest looks ok. So iīve tweaked this values and now we "hear" at 10 m. The only thing is that we lose the double setting for this Hydro and since it was not working, i think that this is the best solution.
It would be like this:


2) KDB (KristallDrehbasisGerat)- optional rotating device that eliminates blind spot on the bow.

Surfaced-----------------------0m
Depth 10m and below--------38 000m (maximum range)

mikaelanderlund 02-29-12 07:41 AM

Are you going to update TDW UBoot_sensors.sim adapted to the R.E.M mod? If you are, please send it to me:rock:

Rongel 02-29-12 08:50 AM

Good work pedrobas!

I hope that Beast adds the fix to the original mod too. I really like the mod because it fixes the game and makes the radar work, but the hydro bug prevented me from using it. Good stuff! :DL

Silent Steel 02-29-12 09:11 AM

@ Pedrobas
 
Spectacular and promising. :up:

I'd prefer to get this as an optional mod to activate after the package.

bart 02-29-12 10:24 AM

Well done pedrobas :salute:

Are you intending releasing this as a patch for v0:2 or are you just going to incorporate it in your v0:3 release? BTW any time frame on this yet?:03:

This MMM mod is just getting better and better......:rock:

pedrobas 02-29-12 10:34 AM

I uploaded a "pedrobas KDB Hydrophone Fix for REM &TDW UI", please test it.
Itīs working well for me.

2) KDB (KristallDrehbasisGerat)- optional rotating device that eliminates blind spot on the bow.

Surfaced-----------------------0m
Depth 10m and below--------38 000m (maximum range)


Wait for comments:

http://www.gamefront.com/files/21381...+%26TDW+UI.rar

JSGME ready, enable after MMM p3

:salute:

Silent Steel 02-29-12 10:45 AM

Quote:

Originally Posted by pedrobas (Post 1847443)
I uploaded a "pedrobas KDB Hydrophone Fix for REM &TDW UI", please test it.
Itīs working well for me.

2) KDB (KristallDrehbasisGerat)- optional rotating device that eliminates blind spot on the bow.

Surfaced-----------------------0m
Depth 10m and below--------38 000m (maximum range)


Wait for comments:

http://www.gamefront.com/files/21381...+%26TDW+UI.rar

JSGME ready, enable after MMM p3

:salute:

Downloaded!

Rearranging my mod list now.
Testing in ~20 mins. :D

BTW. Is this mod compatible with other UIs than TDW's New UIs?
If not - would it be possible to adapt it to CSP Magui and Ui-boat?

http://www.subsim.com/radioroom/pict...pictureid=5389

The General 02-29-12 11:17 AM

Hi Pedrobas,

Thanks again for all the work you're doing :salute:

Will you be uploading version 0.3 of MMM anytime soon? v0.2 keeps CTD'ing for me. v0.1 was pretty stable, but v.02 is unstable for some reason :cry:

attunezero 02-29-12 12:31 PM

CTD
 
Hi pedrobas,

I installed MMM 0.2 but keep getting CTD soon after starting a new campaign. I installed in this order per recommendations:

Quote:

MyMegaMod p0 - Menu music-Radios-Gramophone =>for the moment make your own.
MMM p1 - Dynamic Environment v0.2
sobers see thru wake fix
No magic skills v1.5 MCCD compatible
MMM p2 - Graphics-FX-IRAI v0.2
Dark_Interior_V1
MMM p3 - tdw UI v0.2
NewUIs_TDC_6_9_0_Real_Navigation
MMM p4 - Enhance SOUNDS v0.2
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
MMM p5 - OHII+mtns+Lifeboats (OHII 1.7) v0.2
MMM p6 - My Sub VIIC41 for OHII v1.7 v0.2
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
Watching sh5.exe resource usage in windows task manager it seems to crash when memory usage reaches 2.1gb (although this could just be coincidence)

My machine:
Win7 Ultimate x64
8gb ram
MSI Geforce GTX570

This is on a freshly installed steam copy of sh5. Are there any log files I might be able to post to help diagnose?

pedrobas 02-29-12 12:51 PM

Quote:

Originally Posted by Silent Steel (Post 1847450)
BTW. Is this mod compatible with other UIs than TDW's New UIs?
If not - would it be possible to adapt it to CSP Magui and Ui-boat?

It should be but havenīt tested with others. Try it and tell us.
:salute:

pedrobas 02-29-12 01:12 PM

Quote:

Originally Posted by attunezero (Post 1847488)
Hi pedrobas,

I installed MMM 0.2 but keep getting CTD soon after starting a new campaign

Unfortunatly p5 is causing all the problems. Is really mnts i donīt know exactly why but iīm suspecting is hardware related. Do the people having problems with it have an ATI like me?
Anyway Iīve given up for the moment trying to integer "mnts", and is funny because all this started because i really wanted to have it enable in my mod soup.

So, iīve made a new p5, really they are 2 new p5, so far:

- Lite version: "MMM p5.1 - OHII+Lifeboats (OHII 1.7) v0.3" (No "Harbour Enahancments" and No "mnts")

- Medium version: "MMM p5.2 - HE-OHII+Lifeboats (OHII 1.7) v0.3" (With "Harbour Enahancments" and No "mnts")

- and no luck atm with what i pretend to be the Full version: "MMM p5.3 - HE-mnts-OHII+Lifeboats (OHII 1.7) v0.3"

Both Lite and Medium are working extremly stable on my system.

I will release also :

- "MMM p2 - Graphics-FX-IRAI v0.3" (see first post) including TDW Sub-Exhaust
- "MMM p3 - tdw UI v0.3"
- "MMM p4 - Sounds - Tweaked SDBSM v0.3"
- "No magic skills v1.5 MCCD & TDW compatible"

p1 and p6 remain untouched.

Iīll try to start to upload it this night if my connection allows me.

:yeah:


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