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Old 05-08-13, 09:15 AM   #1846
TheDarkWraith
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Quote:
Originally Posted by BigWalleye View Post
I do believe that a company might threaten, bully, and practice other forms of legal thuggery to discourage anyone from doing this, but even if successful, that won't make the DRM removal, or sharing the knowledge of how to do so, actually illegal.
company trying to threaten, bully, and practice other forms of legal thuggery (i.e. cease and desist orders) - Freedom of Speech constitutional right

Sharing knowledge of how to do something or providing something to legally modify end-users software - Freedom of Speech constitutional right

Talk about cracked exes has to stop because the owner of this forum really takes this seriously and will close threads that discuss any part of it. There is a HUGE difference between cracked exes and patched exes though. I really would like this thread to stay open
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Old 05-08-13, 09:53 AM   #1847
gap
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@ BigWalleye

you got a PM
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Old 05-08-13, 10:04 AM   #1848
Choum
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Do you think it should be possible to link independant shaft to motor / speed animation like you did with propellers ?

Actually if you set both shaft speed to 15knots then left shaft to 1 knot.
Both diesel engine will run "at 15knot"

if you set both shaft speed to 1 knots then right shaft to 15 knot.
Both diesel engine will run "at 1 knot"

Looks like only the left shaft (or both) change the engine animation/sound (not the right one).

Last edited by Choum; 05-08-13 at 01:22 PM.
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Old 05-08-13, 10:10 AM   #1849
Macardigan
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Quote:
Originally Posted by Mikemike47 View Post
I know. All are related with possible same CTD.

Macardigan commented about Open Horizons II v2.1 CTDs on his website this mod from the
Code:
*INCOMPATIBLE with Open Horizons II v2.1 (CTD) for now.

(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.






------------en español para gap: que sabe----------------xD

En referencia a la incompatibilidad del "mod RPM..." con OHII v2.1without patch)
- No sé por qué, but si el "OHII full 2.1" está instalado y se te ocurre modificar los valores "eng_power" or "eng_rpm" dentro de por ejemplo: "data\sea\xxxx\xxxxx.sim" entonces cuando empiezas una campaña... CTD!!!. always. *ATENTION: Hay CTD si si instalas un mod que modifica los valores de los buques que contiene el juego por defecto. No pasa nada si modifica los valores de los buques que añade el OHII v2.1.
es curioso.

ship_inertia cambia estos valores.
RPM Hydrophone merchants cambia estos valores.

*Lo curioso del tema es que el OHII full v2.1 no modifica ninguno de estos valores (dentro del .sim) de los buques que lleva el juego por defecto. Si no que están modificados por el neuUis 7_3_0.

no se si me entiendes.
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Old 05-08-13, 03:35 PM   #1850
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Quote:
Originally Posted by TheDarkWraith View Post
I would install game from DVD. Manually patch the game to v1.2 (don't rely on the Uplay browser to do it!). Make a backup of the entire \Silent Hunter V folder for safe keeping Then patch game with my Generic Patcher. Then start installing whatever mods you want.

(google translation, sorry)
What I have to do to patch to version 1.2 manually???
You can download the patch from the internet??? where is it??
How do I prevent my u-play upgrade to 1.2??

how to patch the u-play??


good hunting.
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Old 05-09-13, 01:07 AM   #1851
mrmigz
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Now I just have to find the bit that is set when hydrophone station is manned then I can disable all the background noise when sitting at hydro station [/QUOTE]

Nice I just got it in the mail today. will do a fresh install this weekend after work n such. Thanks for the heads up again. I like your thinking. Especially the idea of complex dual engine management. all the possible evasion manuevers etc. As soon as I can I will support by donation. Little tight right now. But on a side note is this fresh install with "stoianm's mod list" make the destroyers actually behave agressively? Im having a problem with the DD just ignoring me during attack or or after. They just keep sailing on. occasionally searching. Is this bcuz of the steam crapiola version?
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Old 05-09-13, 01:14 AM   #1852
mrmigz
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On a side note here is a video I made and a symphony I composed based on the story of this MOH achiever Pvt. Desmond T Doss.

I was thinking of writing some tracks for SH5 if anybody likes the qaulity.



Enjoy. This guys story is truly amazing. Refused to carry a gun yet they ended up giving him the MOH.
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Old 05-09-13, 08:43 AM   #1853
Mikemike47
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Quote:
Originally Posted by Macardigan View Post
(google translation, sorry)
What I have to do to patch to version 1.2 manually???
You can download the patch from the internet???
How do I prevent my u-play upgrade to 1.2??

how to patch the u-play??
Version #s for SH5 and Uplay are not the same patch/version numbers.
Silent Hunter 5 patch, go to post #3 for links

If those links do not work for you, then search gamefront since I saw the SH5 patch link there a few days ago.

Uplay autoupdates itself, and updated about one month ago for me. Uplay is now version 2.1.9 through the autoupdater.
PM me with email address and I can send a Uplay installer later today. The Uplay installer does not give the version number in its' properties option. I downloaded it recently for me for backup purposes.

Last edited by Mikemike47; 05-09-13 at 04:31 PM.
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Old 05-09-13, 04:01 PM   #1854
TheDarkWraith
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Finally found where all the sounds get 'rendered' in the game code. This allowed me to see what sounds were enabled when you sit at the hydrostation. The ambient noise for the hydrostation is enabled AND the ambient noise for the torpedo room is enabled Why ambient noise for torpedo room? You have headphones on and the only sounds you will hear are the hydrophone ambient. I always wondered what that other noise was in the background of the hydrostation's ambient. Now it's time to disable that noise
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Old 05-09-13, 04:05 PM   #1855
volodya61
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Quote:
Originally Posted by TheDarkWraith View Post
Finally found where all the sounds get 'rendered' in the game code. This allowed me to see what sounds were enabled when you sit at the hydrostation. The ambient noise for the hydrostation is enabled AND the ambient noise for the torpedo room is enabled Why ambient noise for torpedo room? You have headphones on and the only sounds you will hear are the hydrophone ambient. I always wondered what that other noise was in the background of the hydrostation's ambient. Now it's time to disable that noise
Yep.. that is strange.. that's why I have reduced a lot ambient torpedo room sound in my sh.sdl ..
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Old 05-09-13, 04:08 PM   #1856
TheDarkWraith
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Quote:
Originally Posted by volodya61 View Post
Yep.. that is strange.. that's why I have reduced a lot ambient torpedo room sound in my sh.sdl ..
Well you can verify me then. Replace the file \data\Sound\ambiance_Torpedo-room_Q with a blank one or one who's volume is so low you can't hear it. See if you hear a different 'sound' at hydrostation then. This will confirm my findings.
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Old 05-09-13, 04:16 PM   #1857
volodya61
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Quote:
Originally Posted by TheDarkWraith View Post
Well you can verify me then. Replace the file \data\Sound\ambiance_Torpedo-room_Q with a blank one or one who's volume is so low you can't hear it. See if you hear a different 'sound' at hydrostation then. This will confirm my findings.
Your findings don't need confirmation or verification..
I have noticed this long ago.. when I sat to the hydrophone then was greatly amplified torpedo room ambient noise.. and I had to reduce it to nearly 0 in the sh.sdl..
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Old 05-09-13, 05:06 PM   #1858
Macardigan
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Quote:
Originally Posted by TheDarkWraith View Post
Finally found where all the sounds get 'rendered' in the game code. This allowed me to see what sounds were enabled when you sit at the hydrostation. The ambient noise for the hydrostation is enabled AND the ambient noise for the torpedo room is enabled Why ambient noise for torpedo room? You have headphones on and the only sounds you will hear are the hydrophone ambient. I always wondered what that other noise was in the background of the hydrostation's ambient. Now it's time to disable that noise
hi thedarkwraith,
(sorry, google translation)

I removed the annoying noise closing the door of forward torpedo room. Maybe it helps you in your research. It's a joke. I do not think this helps.
(min1:10)





.greetings and thanks for all your mods.




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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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Last edited by Macardigan; 05-09-13 at 05:44 PM.
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Old 05-10-13, 05:46 AM   #1859
Bathrone
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Many thanks for the fixes in recent revisions. Tested, all is well and secured
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Old 05-10-13, 09:25 PM   #1860
TheDarkWraith
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v1.0.91.0 released. See post #1

Starting with v1.0.91.0 Added a new patch to SH5.exe: Fixes torpedo room's ambient noise heard on hydrophone station. After enabling this patch the only sounds you will hear when manning the hydrophone station are: hydrophone ambient and any contacts
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