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-   -   -MOD- Real RPM Hydrophone merchants 2.0 -up to 100 rpm by hydrophone- (https://www.subsim.com/radioroom/showthread.php?t=203850)

Macardigan 04-20-13 12:56 AM

-MOD- Real RPM Hydrophone merchants 2.0 -up to 100 rpm by hydrophone-
 
MOD and THREAD closed.


NEW MOD VERSIONS (may/03/2013) HERE:



http://www.subsim.com/radioroom/showthread.php?t=204151

volodya61 04-20-13 04:19 AM

Great and hard work :up:

Unfortunately, for most players this mod can not be used as is..
I have looked into the mod and I see that I need to edit it manually to make mod work properly.. because now it's not compatible with -

New UIs by TDW
Open Horizons II by Trevally
Enhanced Funnel Smoke by HanSolo
Ship Inertia by TDW

Macardigan 04-20-13 05:15 AM

Quote:

Originally Posted by volodya61 (Post 2044190)
Great and hard work :up:

Unfortunately, for most players this mod can not be used as is..
I have looked into the mod and I see that I need to edit it manually to make mod work properly.. because now it's not compatible with -

New UIs by TDW
Open Horizons II by Trevally
Enhanced Funnel Smoke by HanSolo
Ship Inertia by TDW

http://img194.imageshack.us/img194/6348/propulsion.jpg

These values ​​are the ones that have changed within the file. "Sim" for each merchant. If these values ​​are changed then the "RPM table" fails. And "propeller_4_hyd.wav" included on this mod.

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

All other values ​​are for the "ship inertia_1_1_0" because I have made changes with the "ship_inertia_" installed.

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


Why is not compatible with NEUis and Open Horizons? I have also installed. This "mod" contains its parameters. Except the 2 parameters that I changed on each ship.

Could you tell me the differences??? So I can make it compatible.


Greetings and thanks for answering.:-)

Trevally. 04-20-13 05:45 AM

Quote:

Originally Posted by Macardigan (Post 2044199)



Why is not compatible Open Horizons?
Could you tell me the differences??? So I can make it compatible.


Greetings and thanks for answering.:-)

I think you are only seeing warnings about folders being shared?
Are any actual files being overwritten between OHII and ship inertia?

Ship inertia only changes the sim files - OHII only changes the cfg files

volodya61 04-20-13 05:51 AM

Quote:

Originally Posted by Macardigan (Post 2044199)
All other values ​​are for the "ship inertia_1_1_0" because I have made changes with the "ship_inertia_" installed.
-----------------------
Why is not compatible with NEUis and Open Horizons? I have also installed. This "mod" contains its parameters. Except the 2 parameters that I changed on each ship.
Could you tell me the differences??? So I can make it compatible.

I didn't looked into the files yet.. so I can't tell you the differences..
I just tried to install it via the JSGME and there was a warning about identical files :yep:..
And you didn't mention on what basis do you make your mod, which files you used - stock or..

For example: I don't use Ship Inertia usually because this mod causes CTD at the campaign start.. so, if you did your changes on the base of this mod, I think I will have a CTD using it..

volodya61 04-20-13 05:54 AM

Quote:

Originally Posted by Trevally. (Post 2044212)
I think you are only seeing warnings about folders being shared?
Are any actual files being overwritten between OHII and ship inertia?

:oops:
I have not looked at the details.. now will do and let you know :yep:

EDIT: ooops.. again new avatar :D

volodya61 04-20-13 06:22 AM

Okay, I have looked again.. JSGME warnings were not only about folders, there are also many files in the OHII and NewUIs..

EDIT: I mean, Real RPM Hydrophone merchants 2.0 overwrites many files in these mods..

Macardigan 04-20-13 06:24 AM

OK. I'm making changes to adapt to the "ship inertia". changes on "max_force" and "eng_power". Now is compatible.

Macardigan 04-20-13 08:46 AM

Quote:

Originally Posted by volodya61 (Post 2044218)
I didn't looked into the files yet.. so I can't tell you the differences..
I just tried to install it via the JSGME and there was a warning about identical files :yep:..
And you didn't mention on what basis do you make your mod, which files you used - stock or..

For example: I don't use Ship Inertia usually because this mod causes CTD at the campaign start.. so, if you did your changes on the base of this mod, I think I will have a CTD using it..



-Modification of the sound file "propeller_4_hyd.wav" for the merchant develop to 100rpm (heard by the hydrophone).

-Modification of the files. Dsd. .Sim and. .Cfg of all merchant of the game.

volodya61 04-20-13 08:56 AM

Quote:

Originally Posted by Macardigan (Post 2044272)
-Modification of the sound file "propeller_4_hyd.wav" for the merchant develop to 100rpm (heard by the hydrophone).
-Modification of the files. Dsd. .Sim and. .Cfg of all merchant of the game.

I think we had a little misunderstanding here :)..
I don't ask - what changes do you do? I can read it in the first post..
I asked you - what files do you used as a base to your modifications?

gap 04-20-13 12:04 PM

Quote:

Originally Posted by Macardigan (Post 2044157)
Here is the latest version of my MOD.

-Real RPM Hydrophone Merchants 2.0

:up:

Macardigan 04-20-13 01:57 PM

Gap,

Thanks for your advice, you helped me a lot with this.

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

Me has ayudado un montón con esto, gracias. :up:

gap 04-20-13 02:26 PM

Quote:

Originally Posted by Macardigan (Post 2044386)
Gap,

Thanks for your advice, you helped me a lot with this.

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

Me has ayudado un montón con esto, gracias. :up:

:salute:

Solo lo siento que no pude encontrar los datos que faltaban...

Macardigan 04-21-13 08:26 AM

Vídeo with old versión of rpm chart 1. 1
https://www.youtube.com/watch?v=A7ZtWzvdlrI

Trevally. 04-21-13 09:46 AM

Quote:

Originally Posted by Macardigan (Post 2044697)
Vídeo with old versión of rpm chart 1. 1
https://www.youtube.com/watch?v=A7ZtWzvdlrI

Works great Macardigan, well done :woot:


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