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-   -   (MOD) RPM Hydrophone Merchants 2.0 ||| two versions (https://www.subsim.com/radioroom/showthread.php?t=204151)

Macardigan 05-30-13 03:57 PM

RPM HYDROPHONE MERCHANTS v2.1 available. (fisrt post):rock:

divingbluefrog 05-31-13 12:25 AM

Pb with C2 cargo solved.

Macardigan 05-31-13 09:42 AM

Quote:

Originally Posted by divingbluefrog (Post 2065121)
May I suppose that it is compatible with OHII v2.2 base+env as this combination doesn't add any ship in game?
On another hand, I found that the C2 SB1 cargo doesnot have any sound, animation linked to the propeller and thus can't be eared on hydro. Is this bug already identified, and more useful, corrected?

C2 - s - b1 cargo no sound below 48 rpm: 5.5

see RPMtable

:know:

greetings.

Macardigan 05-31-13 09:44 AM

Quote:

Originally Posted by divingbluefrog (Post 2065347)
Pb with C2 cargo solved.

(google translation)

What was the problem?:hmmm:

divingbluefrog 05-31-13 01:56 PM

Absolutely no idea. I had no mod modifying her. Nonetheless, I removed all my mods, rebuild a new mission and she was operational again.

Macardigan 05-31-13 07:12 PM

Quote:

Originally Posted by divingbluefrog (Post 2065727)
Absolutely no idea. I had no mod modifying her. Nonetheless, I removed all my mods, rebuild a new mission and she was operational again.

remember:

Dashes in the table of revolutions per minute is that there is no sound.

example: C2 has no sound If this sails under 5.5 knots.

example 2: C1-B type medium merchant has no sound below 6 knots. (58rpm)

:know:

divingbluefrog 06-01-13 02:43 AM

As I'll have to adapt your mod to my own mod list, I want to be sure to do things right, so I've some questions :
- In some of your .sim files (ex : NKMCS-C1B) you are using a non null value for Max-Force, and yet AFAIK, these values were first introduced by TDW in his Ship Inertia mod. Are they here for a purpose, or by mistake? If the former is true, how does this parameter influence the ship's behavior?
- You said in another post that if rpm goes over 100, the sound loops to 20 rpm and thus you can't ear it on hydro. Ok. But you say nothing about the lower value of rpm.
For example, C1B can't be eared under 6 knots, but at 5 knots, it rpm should be something around 52-53, which is a value that can be eared for other ships. Is this relative to eng-power value?

I've also found that the values set for the T3 Cimmaron are not exact. First, the ship mass in stock is set to ~7000t, it's true but it's the light mass. In full load, its displacement is 25200t-23000t. Second, you set eng-power to 30400, but it's shp (shaft horsepower). The engine power is 13500 hp.
You can find a lot of technical data here :
http://www.ibiblio.org/hyperwar/USN/ships/ships-mc.html

I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...:doh::nope:
Perhaps could you offer this option in your great mod.

Macardigan 06-01-13 06:11 AM

Quote:

Originally Posted by divingbluefrog (Post 2065954)
- You said in another post that if rpm goes over 100, the sound loops to 20 rpm and thus you can't ear it on hydro. Ok. But you say nothing about the lower value of rpm.
For example, C1B can't be eared under 6 knots, but at 5 knots, it rpm should be something around 52-53, which is a value that can be eared for other ships. Is this relative to eng-power value?

-None merchant of the table may exceed 99 rpm. Impossible. The maximum is 99. This is to avoid problems with over 100 rpm. (modified file: propeller_4_hyd)
-This is relative to eng_power and eng_rpm

Quote:

Originally Posted by divingbluefrog (Post 2065954)
I've also found that the values set for the T3 Cimmaron are not exact. First, the ship mass in stock is set to ~7000t, it's true but it's the light mass. In full load, its displacement is 25200t-23000t. Second, you set eng-power to 30400, but it's shp (shaft horsepower). The engine power is 13500 hp.
You can find a lot of technical data here :
http://www.ibiblio.org/hyperwar/USN/ships/ships-mc.html

Everything is changed in order to create the table. Some values ​​are not real. If you modify something RPM table becomes unusable.

I never want to make the table again.

There have been many hours of work
http://imageshack.us/a/img254/9320/i...0420053720.jpghttp://imageshack.us/a/img822/2386/i...0420053649.jpg

Quote:

Originally Posted by divingbluefrog (Post 2065954)
I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...:doh::nope:
Perhaps could you offer this option in your great mod.

:up:That's a great idea. Even if you have a good ear, the brain will eventually discriminate the "tic_tac" Focusing on the "chug" of propeller.

Bathrone 06-02-13 04:22 AM

Jsut wanted to thankyou for the awesome work, this is great :yeah:

Macardigan 06-02-13 06:40 AM

Quote:

Originally Posted by Bathrone (Post 2066401)
Jsut wanted to thankyou for the awesome work, this is great :yeah:

thanks, enjoy it:up:

Macardigan 06-03-13 10:54 AM

RPM Hydrophone Merchants 2.1:

You can give your opinion about the MOD.

Were you able to calculate the RPM of a ship using the table??

Suggestions to improve the mod.

thanks.:salute:

Fifi 06-03-13 03:41 PM

Quote:

Originally Posted by Macardigan (Post 2066928)

Suggestions to improve the mod.

thanks.:salute:

Warships too! :sunny:

Macardigan 06-03-13 05:20 PM

Quote:

Originally Posted by Fifi (Post 2067034)
Warships too! :sunny:

:hmmm:


I'm doing mod version 3. Tomorrow I will put some picture.

It may include some warships.

Bathrone 06-04-13 02:54 AM

Cant wait :up:

Vorkapitan 06-05-13 04:54 PM

Quote:

Originally Posted by Macardigan (Post 2067079)
:hmmm:


I'm doing mod version 3. Tomorrow I will put some picture.

It may include some warships.


What about TDW's Ship Inertia mod incompatibility?

Have you talked to him yet?

Joe


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