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Old 08-29-11, 04:11 PM   #1096
Trevally.
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In my last test I could get sonar for the tug and fishing boat. Both 108, but only the tug could be heard.

I tested some of the 104s as 110 and I could hear them all on hydro.
They id as unknown and no hydro line or look out sighting, even when 1000m away.

I guess this is due to using 110 enviromental
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Old 08-29-11, 05:07 PM   #1097
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Quote:
Originally Posted by Trevally. View Post
In my last test I could get sonar for the tug and fishing boat. Both 108, but only the tug could be heard.

I tested some of the 104s as 110 and I could hear them all on hydro.
They id as unknown and no hydro line or look out sighting, even when 1000m away.

I guess this is due to using 110 enviromental
if the vanilla type 104 (is there one ?) ships are hear and reportable, then i cant see a point excluding type 104, the problem must be elsewhere.
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Old 08-29-11, 06:07 PM   #1098
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A problem, if not the problem, with the new units (except for my PT boat) is they are missing a required zone in their .zon file. From a part of a document I received from the devs:

NEngineRoom (Floatability: 0; HP: 50) ***8211; the machinery spaces. It no longer has any floatability assigned to it, as the number of Engine Room compartments MUST be equal to the number of propellers. Instead, additional NFlotEmpty compartments have been placed in its location.

I checked the new ship units and couldn't find this zone (which is a box when viewed with Goblin editor). This zone is Type 5 or 157. I used type 5 in my PT boat (2 of them because it has 2 propellers)

Of the stock warships I checked (when I was researching how to add new units to game) they use 69=EngineRoomB

Last edited by TheDarkWraith; 08-29-11 at 06:33 PM.
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Old 08-29-11, 06:35 PM   #1099
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Is there any connection between the no sonar problem and some of the new units not registering in TDW's UI (ie: no destroyed mark created) even though they are registered as destroyed with correctly recorded tonnage in the stock captain's log?
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Old 08-29-11, 07:30 PM   #1100
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Quote:
Originally Posted by TheDarkWraith View Post
A problem, if not the problem, with the new units...
you... man... ...so you`re able to fix it ?

...dont forget the missing secondary explosions and burning fire sounds
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Old 08-29-11, 08:26 PM   #1101
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You just use the goblin damage editor to add new zones dont you ?

I see , so if the ship has three propellors then it needs three compartments , or 1 prop = 1 compartment .
Do i add an extra engine room zone or do i just change the NFlot zone to an engine compartment zone ?


Last edited by THE_MASK; 08-30-11 at 03:29 AM.
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Old 08-30-11, 01:19 AM   #1102
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Quote:
Originally Posted by sober View Post
You just use the goblin damage editor to add new zones dont you ?
Do i link the new object to the propellor
Yep, Goblin editor is right tool. I have never done this so can't say anything, best to use TDW's Patrol Boat for a example.

Quote:
if the vanilla type 104 (is there one ?) ships are hear and reportable, then i cant see a point excluding type 104, the problem must be elsewhere.
I checked the whole stock Sea-folder and there wasn't any type 104 ships.

AHA! Found it, like I thought, SH 4 has type 104 ships, and they are all fishing boats and small sampan-boats! So the point is that you can't hear these small coastal vessel boats.
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Old 08-30-11, 03:14 AM   #1103
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GREAT MOD
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Old 08-30-11, 03:19 AM   #1104
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Here is the fishing boat to test with the engine room added .
http://www.gamefront.com/files/20727...t+31092011.rar
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Old 08-30-11, 04:29 AM   #1105
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Quote:
Originally Posted by esina View Post
GREAT MOD
Welcome aboard !!!
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Old 08-30-11, 06:19 PM   #1106
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Hello Captains. I'm thinking of starting a campaign with this magnificent creation but I have no doubt that if I should wait a little longer to be solved some small bug that could cause the campaign as non-detection by hydrophones some boats. Any advice or suggestions? Thanks guys. Ubisoft should learn from people like you. (Forgive the spelling, I am Spanish and I am using the google translator) Thanks
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Old 08-30-11, 09:31 PM   #1107
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Quote:
Originally Posted by pelucho25 View Post
Ubisoft should learn from people like you.
why should they, it seams they decided to left us out of their "target group", instead making a casual game for dumb kiddy`s and the new important housewife customers.

edit: any news about the upcomming DLC "Pink Sub Interrior" or "naked crew in the aft torpedo room" ?
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Old 08-30-11, 10:04 PM   #1108
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Quote:
Originally Posted by Stormfly View Post
why should they, it seams they decided to left us out of their "target group", instead making a casual game for dumb kiddy`s and the new important housewife customers.

edit: any news about the upcomming DLC "Pink Sub Interrior" or "naked crew in the aft torpedo room" ?
Haven't heard about. May be you are asking about subSIMS6?
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Old 08-31-11, 07:31 AM   #1109
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great mod!
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Old 08-31-11, 09:22 AM   #1110
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Quote:
Originally Posted by USS Tautog View Post
great mod!
Welcome aboard !!!
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