SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-24-13, 06:08 PM   #1
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default New TutORial VidEo (3min) Real RPM Hydrophone Merchants 2.0

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.
Macardigan is offline   Reply With Quote
Old 04-25-13, 04:12 AM   #2
LemonA
Lieutenant
 
Join Date: Jan 2012
Posts: 252
Downloads: 66
Uploads: 0
Default

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.
__________________
Robert Schmidt, LTJG
U-43
LemonA is offline   Reply With Quote
Old 04-25-13, 05:04 AM   #3
Cthulhus
Planesman
 
Join Date: Jan 2002
Location: Bordeaux, France
Posts: 191
Downloads: 136
Uploads: 0
Default

That video help me a lot ! THANKS !
__________________
Xavier Jehl - Bordeaux
Cthulhus is offline   Reply With Quote
Old 04-25-13, 09:01 AM   #4
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

Quote:
Originally Posted by LemonA View Post
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.

Can I put my mod into download section? how?


thanks. regards.
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Old 04-25-13, 09:25 AM   #5
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by Macardigan View Post
Can I put my mod into download section? how?
Send PM to Sailor Steve or Neal Stevens
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 04-25-13, 12:53 PM   #6
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

Quote:
Originally Posted by volodya61 View Post
Send PM to Sailor Steve or Neal Stevens

thanks.
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Old 04-26-13, 07:35 AM   #7
Txema
中国水兵
 
Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
Default

Macardingan,

Muy buen tutorial. Muchas gracias !!!




Txema
Txema is offline   Reply With Quote
Old 04-25-13, 09:49 AM   #8
SkyBaron
Lieutenant
 
Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
Default

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) Are you planning to include warships in the future? Nonetheless this mod is very interesting, you can even narrow down the classification of far away merchants using that table.

Thanks for taking the time to make it.
__________________


SkyBaron is offline   Reply With Quote
Old 04-25-13, 12:51 PM   #9
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

Quote:
Originally Posted by SkyBaron View Post
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) Are you planning to include warships in the future? Nonetheless this mod is very interesting, you can even narrow down the classification of far away merchants using that table.

Thanks for taking the time to make it.
(google translation)
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.
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:41 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.