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Old 06-06-13, 04:52 PM   #91
Vorkapitan
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Quote:
Originally Posted by Macardigan View Post
RPM Hydrophone Merchants 2.1:

You can give your opinion about the MOD.

Were you able to calculate the RPM of a ship using the table??

Suggestions to improve the mod.

thanks.
Any way to have an "RPM counter to show" option for new new people?
This would also in training the ear to hear the props better.

Joe
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Old 06-07-13, 10:40 AM   #92
Macardigan
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Quote:
Originally Posted by Vorkapitan View Post
Any way to have an "RPM counter to show" option for new new people?
This would also in training the ear to hear the props better.

Joe
I have not enough knowledge to put a counter in the game. Sorry.
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Old 06-07-13, 12:51 PM   #93
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Quote:
Originally Posted by Macardigan View Post
I have not enough knowledge to put a counter in the game. Sorry.
That you be hard to create, i imagine!
Furthermore, it would "destroy" your mod purpoise imo, deleting the human error factor

As i already said, i love your mod concept and it's adding a real immersion to the sim. The hydrophone station is one of the most important U Boot part (if not the most), and it really deserve a special attention of the modders. You did it right
Using your mod, we really take the incarnation of the hydro man 73 years back, trying to decode what he was hearing to give best speed and heading estimation, and sometime at crucial moment!

To me, only 2 things missing. Waships, and few cargo sounds can't be heard at certain RPM...but second one i didn't encounter yet.
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Old 06-08-13, 04:36 AM   #94
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Originally Posted by Fifi View Post
That you be hard to create, i imagine!
Furthermore, it would "destroy" your mod purpoise imo, deleting the human error factor

As i already said, i love your mod concept and it's adding a real immersion to the sim. The hydrophone station is one of the most important U Boot part (if not the most), and it really deserve a special attention of the modders. You did it right
Using your mod, we really take the incarnation of the hydro man 73 years back, trying to decode what he was hearing to give best speed and heading estimation, and sometime at crucial moment!

To me, only 2 things missing. Waships, and few cargo sounds can't be heard at certain RPM...but second one i didn't encounter yet.
And version 3 will be more difficult to calculate the speed.

Some sounds will be new.

I'll put warships.

* fifi, I can make all the merchants have sound at >3knots, but not in all revolutions.

To solve this we must increase the eng_power, the problem is that I do not want to put a "small_merchant" with the force of a cimmaron, but I will try to solve this in another way.

Remember: With the "propeller_4_hyd" modified to max: 99rpm, the minimum is approx 42rpm.
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Old 06-08-13, 07:19 AM   #95
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Sounds good
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Old 06-24-13, 09:04 AM   #96
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(google translation from spanish)

I'm doing mod version 3.

RPM warships will reach 130 rpm. (heard by the hydrophone)

I do not know if the German navy had data from the British battleships rpm. Because only one unit still is not enough to collect data during the war.

How do the Germans know how many revolutions per minute rotating propeller "renown_Battlecruiser"? i.e.

I do not know how they did this.

I'm thinking of adding only warships with more than 10 units produced. destroyers, etc...



I accept your suggestions regarding this.
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Old 06-25-13, 11:52 AM   #97
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Originally Posted by divingbluefrog View Post
I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...
Perhaps could you offer this option in your great mod.

Tell me the sound file of "tic_tac" timer. please.

thank you
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Old 06-25-13, 12:36 PM   #98
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I've done a reinstall since this time, and I didn't notice my modification.
I think it's clock.wav in data\Sound
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Old 06-25-13, 03:45 PM   #99
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See here: http://www.subsim.com/radioroom/down...o=file&id=1707
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Old 06-29-13, 06:55 PM   #100
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Macardigan, any way to get the RPM table sheet (english or french) using CSP Magui interface?

EDIT: forget it, i managed to get it in CSP Magui, in replacement of sinus/cosinus chart (wich i never use)

Last edited by Fifi; 06-29-13 at 09:14 PM.
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Old 06-30-13, 04:05 AM   #101
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Quote:
Originally Posted by Fifi View Post
Macardigan, any way to get the RPM table sheet (english or french) using CSP Magui interface?

EDIT: forget it, i managed to get it in CSP Magui, in replacement of sinus/cosinus chart (wich i never use)
ok, fifi.

edit: I will copy your idea. xD
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Old 06-30-13, 07:04 AM   #102
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Quote:
Originally Posted by Macardigan View Post
ok, fifi.

edit: I will copy your idea. xD
Hey mate,

i like to ask if i can add it to the Interface...i think about to make in only visible as a draggable Chart in the hydro Station

Best Regards

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Old 06-30-13, 07:38 AM   #103
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Originally Posted by DrJones View Post
Hey mate,

i like to ask if i can add it to the Interface...i think about to make in only visible as a draggable Chart in the hydro Station

Best Regards

DrJones
hi!!

(google translation from spanish)

Good idea. Do it and you comment us the result.
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Old 06-30-13, 03:07 PM   #104
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Quote:
Originally Posted by DrJones View Post
i think about to make in only visible as a draggable Chart in the hydro Station

Best Regards

DrJones
Yes, good idea
It's only usable in hydro station anyway

@ Mac: i've added the little mod "SH5 - No Chornometer Ticking Sound", and it's way easier to count the RPM! No more disturbing.
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Old 07-04-13, 02:59 AM   #105
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Quote:
Originally Posted by Fifi View Post
Yes, good idea
It's only usable in hydro station anyway

@ Mac: i've added the little mod "SH5 - No Chornometer Ticking Sound", and it's way easier to count the RPM! No more disturbing.
In a few days, I will pass the list of warships RPM table. If you can pass them to your language.

sh5 - no chronometer tickin sound. <---- good mod, installed.
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