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Old 07-16-12, 10:41 AM   #1
Dogfish40
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Default Soundman STILL not Calling.../contact.cfg

</SPAN> hate to cry...but here'goes.
Does anybody's soundman in a moderately modded game of SH5 actually callout contacts????
If yours does, please throw me a bone here. Post your mod list, tell me if you had to fix him and what you did. I thought I used every trick in the book.
My last soundguy fix that worked... oh so briefly, was changing the 'contacts.cfg' file in SH5/data/cfg/contacts.cfg. There are a couple of lines that have been changed with various mods. The "Decay Time For Imprecise Sensor Contacts" line should equal about 60/The "Decay Time For Precise Sensor Contacts" line should equal about 15.
This worked!!! Again, very briefly. As soon as I loaded it, my very next contact, Benno's voice pop's up with all the info he should be giving. I went back to hydrophone contacts on surface until I work this out. Again, when you play the tutorial, all your first warnings of contacts are givin by the sonar station.
So I was pleasantly suprised when I heard Benni's voice. That was about it, I think just once. Now he's silent again. He doesn't call out anything unless I specifically ask him to "follow contact" (I have TDW's Multiple UI's) Then he will follow contact or warship. If I ask for a contact report I only get the message box, no Benni.
I am going to post my Basic mod list. This list is not complete but the important stuff is all there. The missing ones are a few of sobers graphic mods and I know they have nothing to do with this problem.
My Watchcrew do not call out anything unless we're sailing into port. Then they call out Ships, subs, barnicles, sea gulls everything. When we're out to sea, I see the ships first or they come up on the nav-map but the watchcrew doesn't say anything. It's possible though that they would in time, I'm not sure yet. I don't want to count my life on them at any rate.
What is screwed up here? Do I have a mod out of place. It seems this is more than just a "contacts.cfg" file problem, maybe something to do with orders and/or scripts.
Please help if you have any ideas.
Here's the list again.
Thanks!!!
D40
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Old 07-16-12, 12:14 PM   #2
Trevally.
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Hi Dogfish

Mine does not speak to me either
Only if I ask him to follow a contact that I know is there.
This makes real nav very hard
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Old 07-16-12, 01:01 PM   #3
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Originally Posted by Trevally. View Post
Hi Dogfish

Mine does not speak to me either
Only if I ask him to follow a contact that I know is there.
This makes real nav very hard
Thanks for the reply Trev.
Ordinarily I might not care so much except, it really becomes important if your attention is elswhere and you have DD's creeping around and for the fact that I know he works. Not only from the tutorial mission (where he flat out calls every grey/blue line that comes up) but also that once or twice I adjusted the contact.cfg file and bang he was there for a very short duration.
I also forgot to mention that some of the mods do have their own contacts.cfg file and I went in to them all and made sure they were the same, so they wouldn't keep overwriting the numbers. I am not going to put this one down, if I can find the culprit I can put this out for everyone so we can have a soundman. I really hate to just ask him if anyones picking on him today, I'll throw him overboard if he doesn't start doing his duty
D40
PS; What other main files control the actions of A. the soundman and B. the watchcrew. Or even some of the files?
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Old 07-16-12, 01:17 PM   #4
TheDarkWraith
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Look in the UPC files. Look at efficiency and those other parameters. Something tells me the solution is in those files
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Old 07-16-12, 01:55 PM   #5
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Look in the UPC files. Look at efficiency and those other parameters. Something tells me the solution is in those files
There we go!! That's sounds excactly like what I want to hit. What I'm wondering is; what changed between loading the game and now?! I guess my problem now is having to compare the files with "clean" ones. I'll figure something out, maybe just unloading the mods will be good enough to compare to.
TDW...Thanks. If you think of any other places, post'em. I'll post my results soon!
D40
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Old 07-16-12, 01:59 PM   #6
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...I'll post my results soon!
D40
Looking forward to this
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Old 07-16-12, 02:41 PM   #7
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I think this is a game bug and has never worked

I would like my sound man to shout out "We have a sound contact" when the hydro station finds one.
So far only the watch cew will do this "Task force sighted" etc
The hydro man will call out bearing if you ask him to report and if you are in visual range to target "warship closing"etc.

I think a huge improvement would come if the soundman shouts when hydro is first picked up, way before the watchcrew see them.
This would also them make real nav a lot better as just now you get no warning unless sighted
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Old 07-16-12, 03:39 PM   #8
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Originally Posted by Trevally. View Post
I think this is a game bug and has never worked

I would like my sound man to shout out "We have a sound contact" when the hydro station finds one.
So far only the watch cew will do this "Task force sighted" etc
The hydro man will call out bearing if you ask him to report and if you are in visual range to target "warship closing"etc.

I think a huge improvement would come if the soundman shouts when hydro is first picked up, way before the watchcrew see them.
This would also them make real nav a lot better as just now you get no warning unless sighted
Well Trev,
One of my points was that, when you play that tutorial mission, you know, Patrol one, and I do play this mission from time to time when I begin a new career (I have my reasons) ...when you pick up the polish ships, Benno calls all of them out!
I noticed this and wondered why in heck he doesn't after we load up the mods for the second patrol. Then someone tipped me off to the contacts.cfg file and told me to adjust a couple of things and Benni shouted out the first contact we came across. I don't know what I installed after that, but once again it killed Benni. I went back and made sure that contacts file was as I left it. Some of the mods overwrite it and I had to replace the settings. Anyway, there is where I stand, I feel like there is something we can adjust and Benni will come to life. I really think one or two of the mods have changed something not realising and/or they are in the wrong order.
Question; When we deactivate the mods, do the data files come back to their original install state, or do you have to reinstall the game to do this?
I just thought of this clue as well, Nothing appears in the message box either! When you get a contact hit, aren't you supposed to see something in the message box from sound?
D40
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Old 07-16-12, 04:29 PM   #9
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Well Trev,
One of my points was that, when you play that tutorial mission, you know, Patrol one, and I do play this mission from time to time when I begin a new career (I have my reasons) ...when you pick up the polish ships, Benno calls all of them out!
I noticed this and wondered why in heck he doesn't after we load up the mods for the second patrol.


Ah - so you play the tutorial
I have learnt a lot about how the campaign files work by looking at the tutorial files.
One thing I noticed is that the whole tutorial is controlled by the Tutorial_mission.py and this lets new UI options load as you meet requirments (fire torp etc).
Also looking at the .mis files shows to to spawn ships on demend (this was a great find for me) and if you look at this you will see the the ships will spwn close to you (visual range) and I think this is why the hydro calls out the tutorial as the ships are within some magic range that tell Benno to wake up and shout out.




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Old 07-16-12, 04:58 PM   #10
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Just been looking at KarlKoch speech fix mod.
he had adjusted the priority of some sound messages as well as correcting the .ogg file name.

I like you use Stormyfly sound mod, but these two could be merged to still get the extra speech that both offer
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Old 07-16-12, 06:13 PM   #11
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Quote:
Originally Posted by Trevally. View Post
Just been looking at KarlKoch speech fix mod.
he had adjusted the priority of some sound messages as well as correcting the .ogg file name.

I like you use Stormyfly sound mod, but these two could be merged to still get the extra speech that both offer
Yes, If you mean the Speech Fixes and additions, I have that one installed once again. I had taken it out for that very reason but I put it back just in case it would help. I might not have it in the right place though, I placed it on top of the lot, before Mighty Fine crew stuff and stormy's DBSM stuff. I wonder if I should place it after the DBSM stuff, I don't know at the moment.
D40
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Old 07-16-12, 07:17 PM   #12
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Default Here's another clue,...

I took out the upgrade mods. That is "Equipment upgrades mods" Including the patch hotfix and free upgrades. So all four at the end of my list. I played one the historical missions, I think the lifeboat or one of those first ones. The very first thing I heard was the soundman calling out contacts, then the watch crew calling out some aircraft.
Now if I can go through the Upgrades folders it's possible I may find something there. I hope. I don't dare try to take the upgrades mod out of my campaign cause I'm using the mods.
I did try and go through the UPC files but couldn't find anything that I could imagine would help. I did erase the dialogs file from the Upgrade mods as I was told to because it was causing the commands to disappear.
Anybody have any thoughts about this?
At least I know I'm not crazy, that soundman works. I just have to find the culprit file and fix it.
D40
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Old 07-16-12, 11:55 PM   #13
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\data\Submarine\NSS_Uboatx\NSS_Uboatx.UPCGE:

[UserPlayerUnit 1.Compartment 5]
CompartmentType= 1
StatusActive= Yes
ID= VIIARadio
NameDisplayable= Radio-Compartment-Name
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0.2 ;0..1
ElectricsCoef= 0.5 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.5 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144

RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
CrewMembersSlots= 2
EffciencyDenominator=2
EffciencyDenominatorBS=3


Have always been curious to know what these items in yellow actually do. Maybe you can investigate and find out? I know they affect the radioman and sonarman but that's all I know
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Old 07-17-12, 09:13 AM   #14
Dogfish40
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Originally Posted by TheDarkWraith View Post
\data\Submarine\NSS_Uboatx\NSS_Uboatx.UPCGE:

[UserPlayerUnit 1.Compartment 5]
CompartmentType= 1
StatusActive= Yes
ID= VIIARadio
NameDisplayable= Radio-Compartment-Name
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0.2 ;0..1
ElectricsCoef= 0.5 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.5 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
CrewMembersSlots= 2
EffciencyDenominator=2
EffciencyDenominatorBS=3

Have always been curious to know what these items in yellow actually do. Maybe you can investigate and find out? I know they affect the radioman and sonarman but that's all I know
I will at least experiment with them. Yesterday I pulled out the Beast's Upgrade mod and patchs, hotfix ect... then pulled up one of the historical missions (Liferafts?) The soundman was working! Along with the watchcrew. My watchcrew works in port but they seem to get a bit more quiet after we get out at sea. But I think they still work somewhat. Anyway, right after the mission loaded, the first thing I heard was the soundman barking out coordinates + the watchcrew spotting aircraft. The thing I didn't do yet, was to try the mission with the upgrade mods back in (which I'll try tonight). The only other thing that was weird was my chief had reverted back to the original charactor (I use Mightyfine alt faces), this usually happens when I save underwater.
Question: When you play a historical mission, what happens to you activated mods? Do they get adjusted at all, or are they fully functional as in the campaign mode? This is important, because I'll probably be using that particular mission to test in because it's got everything I want to see right away, and it uses the soundman and the watchcrew.
I'll also use this mission to experiment with those UPC parameters you gave me.
Cheers.

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Old 07-17-12, 11:37 AM   #15
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It looks like those values will be affected by things in your campaign - ships sunk, points gained etc.

The best way to test this will indeed be by single mission.
What we should do is make a mission with a ship out of range and watch how far away it is before it is drawn on your map by the hydro line and then at what range before it is called out.

This could also be done with the watch crew.

we should post the single mission here so we can all test with the same conditions.
We should also post what UPC setting we are using.

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