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Old 06-06-07, 03:18 PM   #1
Anvart
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Default [REL] Now Hydrophone Head has correct SkipSweep sector

Hi, All.
Mod update:
HydrophoneHeadRot.7z
Author Anvart.
This mod is for SH4 game ver. 1.2.
This mod fix Hydrophone Head Rotation.
Now Hydrophone Head has correct rotation, clockwise, synchronously with hydrophone indicator.
This mod changes stock Sensors_sub_US.dat file (without mods) and Sensors_sub_US.sim.
HydrophoneHeadRot.7z is located on my FileFront page ...

The new mod version HydrophoneHeadRot2.7z is added.
This mod is for SH4 game ver. 1.2.
This mod fix Hydrophone Head Rotation.
Now Hydrophone Head has correct rotation, clockwise, synchronously with hydrophone indicator.
This mod patches Sensors_sub_US.dat and Sensors_sub_US.sim files.

Compatibility:
HydrophHeadPatch.exe can be applied to Sensors_sub_US.dat file with stock size of file and with stock position of data blocks in file. HydrophHeadpatch.exe creates bak-file: Sensors_sub_US.dat.bak.
RotateSimPatch.exe can be applied to Sensors_sub_US.sim file with stock size of file and with stock position of data blocks in file. RotateSimPatch.exe creates bak-file: Sensors_sub_US.sim.bak.
Patch-method of modding is more compatible.

HydrophoneHeadRot2.7z is located on my FileFront page ...
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Last edited by Anvart; 06-08-07 at 01:17 PM.
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Old 06-06-07, 03:55 PM   #2
GT182
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Nice one Anvart.
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Old 06-06-07, 04:06 PM   #3
CaptainCox
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Cheers! man, will try this one out...in the morning :p To tired to even load the game another time But 1st thing at sun rise!
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Old 06-06-07, 07:13 PM   #4
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D/L'd and read the readme, but I still can't figure out what it is about the hydrophone that this is supposed to fix - my two best guesses are:

(1) fixes the external animation where what seems to be the hydrophone sound heads rotate for a while and then sort of click backwards and start rotating again, instead of continuing to rotate smoothly in the same direction for a full circle; or

(2) introduces dead zone internally while listening to the hydrophone station, if US 'phones couldn't actually hear a full 360 degrees (I think I remember reading that the German ones, at least the early ones, had some dead zones directly fore and aft, but I haven't read anything about the US 'phones one way or the other).

Can you tell us what this mod actually does?

Thanks
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Old 06-06-07, 07:37 PM   #5
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bump, I don´t understand what it does either.
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Old 06-06-07, 10:13 PM   #6
MONOLITH
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Ditto the two posts above.

What does it do exactly?

Thanks.

Good work regardless.
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Old 06-07-07, 09:14 AM   #7
Mast
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Thanks again Anvart!

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Old 06-07-07, 10:11 AM   #8
nomad_delta
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Seconded; sounds interesting, but has anyone figured out what this actually does? I downloaded it and looked at it and still can't figure out what it's trying to fix, exactly?

I'm sure it's awesome, but maybe Anvart can enlighten us a bit?

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Old 06-07-07, 10:18 AM   #9
denis_469
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Thanks Anvart.
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Old 06-07-07, 11:59 AM   #10
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those people thanking avart know what this mod does?
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Old 06-07-07, 01:56 PM   #11
Anvart
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Quote:
Originally Posted by kv29
those people thanking avart (???) know what this mod does?
Read very closely...
Quote:
Originally Posted by panthercules
D/L'd and read the readme, but I still can't figure out what it is about the hydrophone that this is supposed to fix - my two best guesses are:

(1) fixes the external animation where what seems to be the hydrophone sound heads rotate for a while and then sort of click backwards and start rotating again, instead of continuing to rotate smoothly in the same direction for a full circle; or

(2) introduces dead zone internally while listening to the hydrophone station, if US 'phones couldn't actually hear a full 360 degrees (I think I remember reading that the German ones, at least the early ones, had some dead zones directly fore and aft, but I haven't read anything about the US 'phones one way or the other).

Can you tell us what this mod actually does?

Thanks
Hi, All.
You see that I have written Hydrophone Head. What is it?
It is a rotating head (T-figurative) of a hydrophone located on a submarine deck.
Result of my mod - synchronization of position Hydrophine Head and hydrophone indicator (in interior CT).
Now Hydrophine Head SkipSweep sector angle is ~ 150...210° (was ~60...120°)...
Do you understand?
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Old 06-07-07, 02:02 PM   #12
CaptainCox
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I think you mean the kind of twitch or jerk in the animation, If you look at the Hydrophone without the mod you will see what i mean. Looks like its skipping 20 frames or something.

Or is it now synchronized with the actual movement of the Hydro controller in the conning tower?
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Old 06-07-07, 02:12 PM   #13
Anvart
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Quote:
Originally Posted by CaptainCox
I think you mean the kind of twitch or jerk in the animation, If you look at the Hydrophone without the mod you will see what i mean. Looks like its skipping 20 frames or something.

Or is it now synchronized with the actual movement of the Hydro controller in the conning tower?
I have written all above ...

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Old 06-07-07, 02:15 PM   #14
CaptainCox
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Hey hey...easy does it man. Yea i get it. Its synchronized with the indicator on the hydrophone...wow!
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Old 06-07-07, 02:45 PM   #15
Anvart
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Quote:
Originally Posted by CaptainCox
Hey hey...easy does it man. Yea i get it. Its synchronized with the indicator on the hydrophone...wow!
You wish to know more...
Ok.
In SH4 Hydrophone Head has the same problems with rotation as well as KDB in SH3...
Hydrophone Head rotates counter-clockwise, and the indicator rotates clockwise ...
And in addition I should make the same mod as in SH3 for KDB (I used the same AI controller as well as for the hydrophone handle) ...
But I do not know, is it necessary for someone?
But wrong SkipSweep sector me irritated very much!!!

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Last edited by Anvart; 06-07-07 at 03:11 PM.
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