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GHG on my VIIA
:salute: |
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: |
ahh, so it depends on how deep I am:88). Will test the hydrophone at depth >27 m :up:
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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) |
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:
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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 |
@ Pedrobas
Spectacular and promising. :up:
I'd prefer to get this as an optional mod to activate after the package. |
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: |
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: |
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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 |
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: |
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:
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? |
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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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