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-   -   New TutORial VidEo (3min) Real RPM Hydrophone Merchants 2.0 (https://www.subsim.com/radioroom/showthread.php?t=203967)

Macardigan 04-24-13 06:08 PM

New TutORial VidEo (3min) Real RPM Hydrophone Merchants 2.0
 
This video quickly explains how the mod works in the game.

Videotutorial link:
http://www.youtube.com/watch?v=ahK4YelByDw
-----------------------------

Link to MOD thread (updated)
http://www.subsim.com/radioroom/showthread.php?t=203850


TOTALLY INCOMPATIBLE WITH OPEN HORIZONS V.2.1. CTD at start new campaign. |||| COMPATIBLE 100% WITH OPEN HORIZONS V.2.0 ¿why??? I don´t know.

LemonA 04-25-13 04:12 AM

Surprisingly very well created video.
This may be even true for the mod but i haven't installed it yet.
Knowing the targetspeed means ca. 30 percent less workload to determine the course and relative position of a target.

Maybe you put the mod into the subsim download section.

Cthulhus 04-25-13 05:04 AM

That video help me a lot ! THANKS !

Macardigan 04-25-13 09:01 AM

Quote:

Originally Posted by LemonA (Post 2046571)
Surprisingly very well created video.
This may be even true for the mod but i haven't installed it yet.
Knowing the targetspeed means ca. 30 percent less workload to determine the course and relative position of a target.

Maybe you put the mod into the subsim download section.


Can I put my mod into download section? how?


thanks. regards.:cool:

volodya61 04-25-13 09:25 AM

Quote:

Originally Posted by Macardigan (Post 2046668)
Can I put my mod into download section? how?

Send PM to Sailor Steve or Neal Stevens

SkyBaron 04-25-13 09:49 AM

Very nice mod, I'm not sure but it seems now that merchants propellers (Propeller_4_hyd.wav) have the same faster sound as warships (Propeller_5_hyd.wav) :hmmm: Are you planning to include warships in the future? Nonetheless this mod is very interesting, you can even narrow down the classification of far away merchants using that table.

Thanks for taking the time to make it.

Macardigan 04-25-13 12:51 PM

Quote:

Originally Posted by SkyBaron (Post 2046697)
Very nice mod, I'm not sure but it seems now that merchants propellers (Propeller_4_hyd.wav) have the same faster sound as warships (Propeller_5_hyd.wav) :hmmm: Are you planning to include warships in the future? Nonetheless this mod is very interesting, you can even narrow down the classification of far away merchants using that table.

Thanks for taking the time to make it.

(google translation)
You're right.

By coincidence almost coincide with warships. Although you can differentiate a merchant of a warship by the sound of the engine machinery.

Although only match to 62 rpm. (. wav file sound speed). The revolutions of the warships will not match the same knots that any merchant. no problem.

I have not thought classifying warships yet, but I can change the sound of the propellers faster to differentiate most of the merchants. But with caution as much speed propeller_5 an editor causes the sound to go crazy. So the MOD limits to 99 rpm.


greetings.

Macardigan 04-25-13 12:53 PM

Quote:

Originally Posted by volodya61 (Post 2046681)
Send PM to Sailor Steve or Neal Stevens


thanks. :)

Txema 04-26-13 07:35 AM

Macardingan,

Muy buen tutorial. Muchas gracias !!!

:salute:


Txema

gap 04-26-13 08:02 AM

Muy buen video.

Por cierto, conseguiste incluir la tabla en New UIs (3:49 en el video)? :up:

Macardigan 04-26-13 08:11 AM

Quote:

Originally Posted by Txema (Post 2047092)
Macardingan,

Muy buen tutorial. Muchas gracias !!!

:salute:


Txema


Gracias txema. Todo lo que sea "pa mejor".. bueno es. :know:

saludos y buena caza.

*por cierto comentadme a ver que tal va el mod. si teneis dudas o algo.

--------------------------------

Thanks txema. Anything "da best" .. is good. : know:

greetings and good hunting.

* by the way comment to see how it goes the mod. if you have any questions or anything.

Macardigan 04-26-13 08:23 AM

Quote:

Originally Posted by gap (Post 2047102)
Muy buen video.

Por cierto, conseguiste incluir la tabla en New UIs (3:49 en el video)? :up:


Hola gap!!! que tal!!

Pues sí. Lo he puesto a la derecha en un desplegable. El tema es que como no consigo contactar con TheDarkWraith, entonces lo he puesto como OPCIONAL. A ver si le va a molestar que toque su mod.
Sólo sustituye el mapa en color que creo que usamos muy poco. Yo de vez en cuando uso el viejo.

------------------------------------------------

Hello gap! such!

Well, yes. I put it right into a dropdown. The issue is that as I can not contact TheDarkWraith, then I put it as OPTIONAL installation. To see if it will annoy him to touch your mod.
Only replace the color map I think very little use. I occasionally use the old.

gap 04-26-13 08:46 AM

Quote:

Originally Posted by Macardigan (Post 2047115)
Hola gap!!! que tal!!

Pues sí. Lo he puesto a la derecha en un desplegable. El tema es que como no consigo contactar con TheDarkWraith, entonces lo he puesto como OPCIONAL. A ver si le va a molestar que toque su mod.
Sólo sustituye el mapa en color que creo que usamos muy poco. Yo de vez en cuando uso el viejo.

------------------------------------------------

Hello gap! such!

Well, yes. I put it right into a dropdown. The issue is that as I can not contact TheDarkWraith, then I put it as OPTIONAL installation. To see if it will annoy him to touch your mod.
Only replace the color map I think very little use. I occasionally use the old.

No te preocupes, que tu solución provisional no le va a molestar; además, varios mods que incluyen tablas utilizan el mismo truco.

Como the dije hace unos dias, TDW va a implementar una función de su UI mod la que hará posible la creación de cualquier numero de tablas adicionales, sin necesidad de substituir las existentes :yep:

------------------------------------------------

Don't worry, your provisional solution is not going to disturb him. Besides, various mods featuring custom charts use your same workaround.

As I told you a few days back, TDW is goin to implement a new function of his UI mod which will allow us to set any number of additional charts, without need to replace the ones already featured :yep:

Macardigan 04-27-13 11:57 AM

Oye gap, el sonar activo para calcular la distancia?? por qué nunca acierta acierta con las distancias??

Le activo lo de contactos en el mapa para que se vean y pruebo la distancia estimada y la precisa y nunca coinciden con la real, y menos la estimada que da valores con diferencias de 2000, 3000 m cada vez que le das al botón.


Desde luego, que así para clacular el rumbo, etc... muy impreciso. Lo que no sé es si está acorde con la realidad o es un fallo.


-------------------------------------------
google translation. ****.

Hey gap, active sonar to calculate distance? why it never succeeds with distances??

Active I contact him on the map to make them look and taste the estimated distance and precise and never match the real, and less giving values ​​estimated differences in 2000, 3000 m every time you hit the button.


You you think.

gap 04-27-13 01:41 PM

Hola Macardigan,

según lo que pude averiguar durante mi experiencia de juego, la distancia precisa nunca funciona; a pesar de que tenga un alto nivel de aproximación, la distancia estimada da unos resultados más cercanos a las distancias reales.

De todas maneras ay que considerar que los U-boote de tipo VII no estaban normalmente equipados con sonar activo y, siendo especialmente concebidos para medir la dirección de los sonidos, los idrofonos pasivos solo podían proporcionar informaciones groseras acerca de la distancia y velocidad de un buque :yep:

-------------------------------------------

according to my gaming experience, the precise range never works; though being affected by an high approximation level, the estimated range gives result closer to the real distances.

In any case it is to remember that Type VII U-boats weren't normally equipped with active sonars and, being especially conceived for measuring sound source bearings, passive hydrophones could only give approximate informations on vessel's range and speed


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