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

Macardigan 05-03-13 02:12 PM

[REL] RPM Hydrophone merchants 2.1 ||| two versions
 
New Version v2.2 w/ warships chart


New thread here:
http://www.subsim.com/radioroom/showthread.php?t=205625

Echolot 05-03-13 02:53 PM

Vielen Dank macardigan.

Gute Arbeit. Good work.

:sunny:

Fifi 05-03-13 05:32 PM

Seems a great mod :up:
Very interested by version 1, as i'm still using OHIIV2.0...

2 questions though:
- can i activate it in patrol, or bunker, or do i have to restart career?
- does the mod change boats speed ingame? (meaning before mod, a boat is going 13 knots, with the mod will he go faster or slower?) :06:

Macardigan 05-03-13 07:00 PM

Quote:

Originally Posted by Fifi (Post 2050977)
Seems a great mod :up:
Very interested by version 1, as i'm still using OHIIV2.0...

2 questions though:
- can i activate it in patrol, or bunker, or do i have to restart career?
- does the mod change boats speed ingame? (meaning before mod, a boat is going 13 knots, with the mod will he go faster or slower?) :06:

currently I'm testing in the campaign to determine the effect of MOD on convoys.
I have to ask "trevally" about this.

I can say I've seen Cimmaron Class tanker sailing at 18 knots in the campaign.

(google translation)
some results:

1st. step. I uninstall my mod. Then the "" north sands "" returns to have top speed 15 knots. -stock value-

Step 2. With the "Mission Editor" I put a "north sands" to 15 knots (maximum speed). Then I save this as a single mission. > I leave the editor.

3rd step. I apply my mod with JSGME, lowering the maximum speed of the "north sands" to 10 knots. (The mod does change).

Step 4. I go into the game and load the "single mission". >>> Result: North sands traveling at 10 knots.

5th. result: The MOD forces change the speed of a ship in the campaign if necessary. In the example we see a ship "north sands" is forced to slow down I had scheduled campaign. From 15 to 10 knots. Because it is impossible that the boat can go 15 knots if the maximum speed is reset to 10 with my mod.

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

No problem with the convoys.

A convoy traveling at 11 knots in the campaign is because all their ships can go 11 knots.

then:

If you apply my mod and one of those ships is affected by a new top speed of 10 knots, then the campaign convoy will travel at 10 knots or less.

Fifi 05-04-13 09:17 PM

Gonna try your mod soon :up:

One thing coming to mind though, watching your video of use, is it might not be that easy to count the RPM for 1 minute...!
Will have to get used io the right loop moment to count one revolution.
And boat must be of course identified before the use of chart...
Maybe we can have an idea of its speed, even if not already ifentified?
Meaning slow RPM should be obviously slow speed!...and inverse.

Macardigan 05-05-13 04:42 AM

Quote:

Originally Posted by Fifi (Post 2051536)
Gonna try your mod soon :up:

One thing coming to mind though, watching your video of use, is it might not be that easy to count the RPM for 1 minute...!
Will have to get used io the right loop moment to count one revolution.
And boat must be of course identified before the use of chart...
Maybe we can have an idea of its speed, even if not already ifentified?
Meaning slow RPM should be obviously slow speed!...and inverse.


(translation from spanish)
Hi. fifi.
Is not necessary that the vessel has been identified in order to count the RPM.

looking for a sound that is repeated. You can follow it with the ear.

You can count in 15 seconds and multiply by 4.
or in 30 seconds and multiply by 2.
etc ...
-------------------------------------------------
For example, we hydrophone contact a propeller. There are a lot of fog and no eye contact. Our current date is 03/01/1941
then count the revolutions per minute of the propeller and the result is 69rpm.

then we make the process of discarding ships:
The main thing is to identify the sound of the ship's machinery: CARGO, PASSENGER, LIBERTY or OILTANKER.
in this case is CARGO.
New videotutorial for determining if a ship is CARGO, LIBERTY, PASSENGER, OilTanker. (no visual contact. Using hydrophone):
https://www.youtube.com/watch?v=QIQYTCt-3gQ
http://img266.imageshack.us/img266/3...sdebuquesn.jpg

Link reuploaded table without dates. It was my mistake as these dates were only of the British merchant.

The ship recognition manual are all dates of entry and exit of all merchants of all countries.

Link in main post.

Fifi 05-05-13 05:17 AM

^^^^Yes, of course! Very good tips, thanks! :up:

EDIT: added to my list at the end, and so far working nice!

Mikemike47 05-07-13 01:40 PM

Quote:

Originally Posted by Macardigan (Post 2050895)
*INCOMPATIBLE with Open Horizons II v2.1 (CTD) for now.

Patch needed to prevent CTD?
OHIIv2.1 test patch2

Macardigan 05-08-13 06:20 AM

Quote:

Originally Posted by Mikemike47 (Post 2052806)
Patch needed to prevent CTD?
OHIIv2.1 test patch2

google translation:
I have not yet tried the patch. Thanks mikemike.

Macardigan 05-08-13 07:05 AM

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Trevally. 05-08-13 10:55 AM

Quote:

(google translation)

I'll try OHII v2.1 w/patch test ctd + RPM Hydrophone merchants 2.0 to check if it works fine.


In reference to the incompatibility of "mod RPM ..." with OHII v2.1: (without patch)
- Do not know why, but if the "OHII full 2.1" is installed and you happen to change the values ​​"eng_power" or "eng_rpm" within the for example: "data \ sea\ "ship name" \ xxxxx.sim" then when you start a campaign ... CTD!. always. * ATENTION: There CTD if if you install a mod that changes the values ​​of the vessels containing the default game. Nothing happens if you modify the values ​​of ships OHII v2.1 adds.
is curious.

ship_inertia change these values​​.
Hydrophone merchants RPM change these values​​.

* The curious thing is that the full OHII v2.1 does not modify any of these values ​​(inside .sim) of the vessels carrying the game by default.

Just tried your mod with OHII Full v2.2 and it works great:yeah:
Started a new campaign with no issues - listened to some ships - all good:woot:

Trevally. 05-08-13 10:59 AM

I will PM you a copy of v2.2(beta) - (changes only)
Install it over the top of OHIIfull v2.1 + fix patch 2

Macardigan 05-08-13 11:02 AM

Quote:

Originally Posted by Trevally. (Post 2053340)
Just tried your mod with OHII Full v2.2 and it works great:yeah:
Started a new campaign with no issues - listened to some ships - all good:woot:


WOOOW!! thaaaaanksss trevally.

I'll try.:woot:

gap 05-08-13 12:17 PM

Quote:

Originally Posted by Trevally. (Post 2053340)
Just tried your mod with OHII Full v2.2 and it works great:yeah:
Started a new campaign with no issues - listened to some ships - all good:woot:

:woot: :yeah:

Macardigan 05-08-13 03:43 PM

Quote:

Originally Posted by Trevally. (Post 2053343)
I will PM you a copy of v2.2(beta) - (changes only)
Install it over the top of OHIIfull v2.1 + fix patch 2

Trevally. take the opportunity to ask one thing of my mod compatible with yours.

-My mod changes "top speed" of some merchant. This affects the campaign??? missions??? some ships will go slower top speed than before. Others like the Cimmaron go to 18 knots. I've seen it in the campaign. to 18 knots sailing alone.


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