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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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This video quickly explains how the mod works in the game.
Videotutorial link: ----------------------------- Link to MOD thread (updated) http://www.subsim.com/radioroom/showthread.php?t=203850 TOTALLY INCOMPATIBLE WITH OPEN HORIZONS V.2.1. CTD at start new campaign. |||| COMPATIBLE 100% WITH OPEN HORIZONS V.2.0 ¿why??? I don´t know. Last edited by Macardigan; 04-30-13 at 07:24 PM. |
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#2 |
Lieutenant
![]() Join Date: Jan 2012
Posts: 252
Downloads: 66
Uploads: 0
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Surprisingly very well created video.
This may be even true for the mod but i haven't installed it yet. Knowing the targetspeed means ca. 30 percent less workload to determine the course and relative position of a target. Maybe you put the mod into the subsim download section.
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Robert Schmidt, LTJG U-43 |
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#3 |
Planesman
![]() Join Date: Jan 2002
Location: Bordeaux, France
Posts: 191
Downloads: 136
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That video help me a lot ! THANKS !
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Xavier Jehl - Bordeaux ![]() |
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#4 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() Quote:
Can I put my mod into download section? how? thanks. regards. ![]()
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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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#5 |
Ocean Warrior
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Send PM to Sailor Steve or Neal Stevens
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#6 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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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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#7 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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Macardingan,
Muy buen tutorial. Muchas gracias !!! ![]() Txema |
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#8 |
Lieutenant
![]() Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
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Very nice mod, I'm not sure but it seems now that merchants propellers (Propeller_4_hyd.wav) have the same faster sound as warships (Propeller_5_hyd.wav)
![]() Thanks for taking the time to make it. |
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#9 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() Quote:
You're right. By coincidence almost coincide with warships. Although you can differentiate a merchant of a warship by the sound of the engine machinery. Although only match to 62 rpm. (. wav file sound speed). The revolutions of the warships will not match the same knots that any merchant. no problem. I have not thought classifying warships yet, but I can change the sound of the propellers faster to differentiate most of the merchants. But with caution as much speed propeller_5 an editor causes the sound to go crazy. So the MOD limits to 99 rpm. greetings.
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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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