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-   -   Soundman STILL not Calling.../contact.cfg (https://www.subsim.com/radioroom/showthread.php?t=196957)

Paco 07-20-12 10:37 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911841)
Did you have the no hydro on surface mod disabled?


Yes I did.

Testing with the testmission:

The Sonarguy is not able to detect the freighter by himself. If I raise the scope, short time later, he is also be able to hear the contact. :ping:

TheDarkWraith 07-20-12 11:05 AM

Quote:

Originally Posted by Paco (Post 1911852)
Yes I did.

Testing with the testmission:

The Sonarguy is not able to detect the freighter by himself. If I raise the scope, short time later, he is also be able to hear the contact. :ping:

Something isn't right in your setup then. It sounds like the no hydro on surface mod is still installed even though JSGME says it's not (sounds like JSGME hiccuped again)

0rpheus 07-20-12 11:10 AM

Quote:

Originally Posted by TheDarkWraith (Post 1911808)
Looks like it's time to write an app for editing the crew files :hmm2:

Love the way that one thing leads you to another which leads you to another... you'll have recoded the whole thing before long! :har: Top work as always TDW, if I get a minute over the next few days I'll test it too :up:

hitmanuw 07-20-12 11:41 AM

when ill go for the first time to mission the crew doesnt say anything but after ill log out to main menu and go back to mission the crew members will start to say "ship spoted bla bla bla"
i try it only with 1 mod NewUIs_TDC_6_9_0_ByTheDarkWraith
and each time when i log for the first time in game the soundman doesnt say anything and afert ill log out to main menu and log back to mission will start to talk say "ship spoted bla bla"

TheDarkWraith 07-20-12 11:43 AM

Quote:

Originally Posted by hitmanuw (Post 1911910)
when ill go for the first time to mission the crew doesnt say anything but after ill log out to main menu and go back to mission the crew members will start to say "ship spoted bla bla bla"
i try it only with 1 mod NewUIs_TDC_6_9_0_ByTheDarkWraith
and each time when i log for the first time in game the soundman doesnt say anything and afert ill log out to main menu and log back to mission will start to talk say "ship spoted bla bla"

Interesting find. So it appears to be another one of those load-reload bugs. Wonderful :shifty:

null8fuff10 07-20-12 12:39 PM

Quote:

Originally Posted by TheDarkWraith (Post 1911911)
Interesting find. So it appears to be another one of those load-reload bugs. Wonderful :shifty:

Time to say :har: I love this game :oops: Sorry, but your comment says everything "Wonderful"

Load - reload ... same with my configuration .... :rotfl2:

TheDarkWraith 07-20-12 12:50 PM

Quote:

Originally Posted by null8fuff10 (Post 1911932)
Load - reload ... same with my configuration .... :rotfl2:

Everything is now working for you after load reload?

Dogfish40 07-20-12 12:51 PM

Quote:

Originally Posted by null8fuff10 (Post 1911932)
Time to say :har: I love this game :oops: Sorry, but your comment says everything "Wonderful"

Load - reload ... same with my configuration .... :rotfl2:

I was using TDW's ui what is it... 6.9 but I upgraded it, Your's may be a simple fix. Try upgrading The UI mod to 7.1
I think it's important, anyway. Hope it helps.
D40 :salute:
PS; I wonder if I really ever tryed to load reload on purpose....?!

Maki4444 07-20-12 12:57 PM

Well if it's just a load reload problem....it's not such a big deal, right? As long as the patch works in the end :)

I would love to test it except my computer is a bit messed up so I am waiting to do a format and then a 100% clean install of everything for the new and improved sh5 experience wohoo :D

null8fuff10 07-20-12 01:26 PM

Quote:

Originally Posted by TheDarkWraith (Post 1911936)
Everything is now working for you after load reload?

Sure - load - back to main menu - load ... and Mr. Benni crys out the contact and messagebox filled with letters when stairing up the ladder to persicope.

TheDarkWraith 07-20-12 01:28 PM

Quote:

Originally Posted by null8fuff10 (Post 1911964)
Sure - load - back to main menu - load ... and Mr. Benni crys out the contact and messagebox filled with letters when stairing up the ladder to persicope.

And if you disable the crew wake-up patch what happens? :06:

null8fuff10 07-20-12 01:30 PM

Quote:

Originally Posted by TheDarkWraith (Post 1911965)
And if you disable the crew wake-up patch what happens? :06:


one sec

same effects ... load - reload and SonarBenni doesn't make a secret of locating contacts, he reports what he finds

Trevally. 07-20-12 01:49 PM

I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found

Dogfish40 07-20-12 02:21 PM

Quote:

Originally Posted by Trevally. (Post 1911978)
I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found

And one thing I did find out last night when playing the test missions, (both yours and TDW's) was that the mods are already helping the soundman work. In other words, when I canned the mods (all of them), the soundman, watchcrew didn't report anything. (This is with the patch activated). I tried with each mission and got no reports, so the mods seem to be helping already. So, I hope we may be close to finding that last key. Again, I will check on that Crew compartment file when I get home. Trev, The fact that you turn and turn back again is weird but what about my usual hydrophone, I'm using the Balken-Garet, the one that has no blind spots, so I don't know how I would reaquire to test this exept to back up or circle round, anyway, more will be revealed!
D40:hmmm:

TheDarkWraith 07-20-12 02:54 PM

Quote:

Originally Posted by Trevally. (Post 1911978)
I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found

That is exactly what the patch is supposed to fix, this aquire-reacquire bug. The patch forces the game to evaluate the contact no matter what.

Dogfish40 07-20-12 05:54 PM

Benno assleep??
 
Quote:

Originally Posted by TheDarkWraith (Post 1911804)
Make the change above to
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
and redo your test and see if the sonarman isn't 'alive' now.

And yes, deactivate the no hydrophone on surface mod

TDW. I looked this up, and Benni is asleep, should I try changing this?
If so, will it revert again??

TheDarkWraith 07-20-12 05:54 PM

New version of crew wake_up patch coming. I figured out how to overcome the load, reload bug regarding crew :D

TheDarkWraith 07-20-12 05:55 PM

Quote:

Originally Posted by Dogfish40 (Post 1912083)
TDW. I looked this up, and Benni is asleep, should I try changing this?
If so, will it revert again??

Changing it will do nothing. Already spent hours chasing that down to no effect. New version of crew wakeup will hopefully put an end to this bug for good...

TheDarkWraith 07-20-12 06:03 PM

Well I got the sonarman to wake-up without having to load, reload :D Man he was on the ball! Soon as the ASW test mission started he was calling out the contact that was near. He failed to call out the long range contacts when they came into range though so I'm looking into why now...

The great thing was when the contact went into the sub's dead area he lost contact as expected. When it came out of the dead area he was all over it reporting new contact again!

The \data\Cfg\Contacts.cfg file will have a big impact on this re-acquiring from dead area.

Dogfish40 07-20-12 06:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1912085)
Changing it will do nothing. Already spent hours chasing that down to no effect. New version of crew wakeup will hopefully put an end to this bug for good...

One more thing though, when I call on the watch crew (or the soundman) to give me the closest contact you know. I get a message box answer only, but no sound byte. Is that supposed to be that way. Benno will follow contact with sound and message box. But no Report closest merchant ect.
D40 (gotta' go, be back shortly) :salute:


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