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Old 06-08-13, 04:36 AM   #94
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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Quote:
Originally Posted by Fifi View Post
That you be hard to create, i imagine!
Furthermore, it would "destroy" your mod purpoise imo, deleting the human error factor

As i already said, i love your mod concept and it's adding a real immersion to the sim. The hydrophone station is one of the most important U Boot part (if not the most), and it really deserve a special attention of the modders. You did it right
Using your mod, we really take the incarnation of the hydro man 73 years back, trying to decode what he was hearing to give best speed and heading estimation, and sometime at crucial moment!

To me, only 2 things missing. Waships, and few cargo sounds can't be heard at certain RPM...but second one i didn't encounter yet.
And version 3 will be more difficult to calculate the speed.

Some sounds will be new.

I'll put warships.

* fifi, I can make all the merchants have sound at >3knots, but not in all revolutions.

To solve this we must increase the eng_power, the problem is that I do not want to put a "small_merchant" with the force of a cimmaron, but I will try to solve this in another way.

Remember: With the "propeller_4_hyd" modified to max: 99rpm, the minimum is approx 42rpm.
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my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
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