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Old 04-17-13, 11:55 AM   #1
Macardigan
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Cierto pero necesito las r.p.m máximas de cada mercante del juego.

Es muy dificil encontrarlas. He encontrado unas pocas.

Si me echas una mano con estos datos puedo sacar el mod pronto.

----------------------------

True, but I need the maximum rpm every merchant in the game.



It is very difficult to find. I found a few.



If you give me a hand with this information I can get the mod soon.

------------------------


Cimarron class tanker = 96rpm max.

Victory Cargo = 100rpm max.

C1-b type medium merchant = 110 rpm max.

C2-s-b1 Hull large merhant = ?¿?¿?

North Sands (liberty engine) = 76 rpm max.

Hog Island Typ A freighter = ???¿?¿?

N3-s-a1 small merchant = ?¿¿?¿?

Rongel Small Split Freighter(kasagisan maru) = ?¿¿?¿

Liberty Cargo Ship = 76 rpm max.

etc...


Quote:
Originally Posted by gap View Post


creo que la mejor manera de arreglar los sonidos en el juego sea de ajustar las velocidades/rpm maximas según los datos historicos, y luego ajustar la duración de los sonidos de cada buque (tanto los que se oyen al hidrófono como los de la cámara exterior) de manera que ellos siguan los rpm reales.

-------------------

I think that the best way to adjust ships' sounds, is setting speeds/rpm's according to the histrorical values, an then finetunig each ship's sounds (both hydrophone and external cam one) so that they match actual rpms.
- Sólo hay un archivo de sonido para ajustar las RPM de todos los mercantes, es el "propeller_4.wav". Y otro para los buques de guerra "Propeller_5.wav"
El tema es modificar el propeller_4 para que dé las máximas revoluciones por minuto del mercante que más rpm saque de todos los que hay.
Con esto ya podemos hacer la tabla de ahí hacía abajo con los demas mercantes.

-------------------------------------


- Only one sound file to adjust the RPM of every merchant, is the "propeller_4.wav". And one for warships "Propeller_5.wav"

The issue is to modify the propeller_4 to give the maximum revolutions per minute rpm merchant more kick all there.

With this you can make the table from there downwards with the other merchant.


saludos.
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Old 04-17-13, 01:06 PM   #2
volodya61
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Sorry for asking..
Why do you communicate in two languages​​, guys?
Is there some reason?

just ask, don't kick me
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Old 04-17-13, 01:22 PM   #3
gap
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Quote:
Originally Posted by volodya61 View Post
Sorry for asking..
Why do you communicate in two languages​​, guys?
Is there some reason?

just ask, don't kick me
Asking is legitimate, and answering is for gentlemen. No need to say sorry, Volodya

For my part, the reason is that as far I can see Macardigan doesn't know English, and I want to make sure that both he and other forum memebers can understand our discussion
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Old 04-17-13, 01:22 PM   #4
Targor Avelany
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Quote:
Originally Posted by volodya61 View Post
Sorry for asking..
Why do you communicate in two languages​​, guys?
Is there some reason?

just ask, don't kick me
most likely because they understand each other better in the language that this forum primarely doesn't speak and they are trying to stay polite by not excluding everyone else from the conversation.
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Old 04-17-13, 02:46 PM   #5
volodya61
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Quote:
Originally Posted by gap View Post
For my part, the reason is that as far I can see Macardigan doesn't know English, and I want to make sure that both he and other forum memebers can understand our discussion
Quote:
Originally Posted by Targor Avelany View Post
most likely because they understand each other better in the language that this forum primarely doesn't speak and they are trying to stay polite by not excluding everyone else from the conversation.
I see.. as for me, English language is not easy (sometimes is too hard) and when I see so many letters an unknown languages, I'm just terrified..
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Old 04-17-13, 03:24 PM   #6
gap
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Quote:
Originally Posted by volodya61 View Post
I see.. as for me, English language is not easy (sometimes is too hard) and when I see so many letters an unknown languages, I'm just terrified..
Your English is about as good (...or as bad) as my one
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Old 04-18-13, 09:11 AM   #7
SkyBaron
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Very interesting mod, I just have one question: When I'm trying to activate it, JSGME says i's trying to overwrite changes from "OPEN HORIZONS II_full v2" and "TDW_Ship_Inertia_1_1_0", is there a chance to make it compatible with these mods?

Thank you for your work!
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Old 04-18-13, 09:26 AM   #8
gap
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Quote:
Originally Posted by SkyBaron View Post
Very interesting mod, I just have one question: When I'm trying to activate it, JSGME says i's trying to overwrite changes from "OPEN HORIZONS II_full v2" and "TDW_Ship_Inertia_1_1_0", is there a chance to make it compatible with these mods?

Thank you for your work!
I think you can leave this mod to overwrite OH's shared files. As for TDW's Ship Inertia, a manual merge of the respective settings would be required
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Old 04-20-13, 01:06 AM   #9
Macardigan
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Mod by macardigan. 20/04/2013 (google translation, sorry xDD)

-------19/04/2013----------
Real RPM Hydrophone Merchants 2.0
New version here: http://www.subsim.com/radioroom/showthread.php?t=203850

New chart and more rpm. up to 100.
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Old 04-17-13, 01:18 PM   #10
gap
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Quote:
Originally Posted by Macardigan View Post
Cierto pero necesito las r.p.m máximas de cada mercante del juego.

Es muy dificil encontrarlas. He encontrado unas pocas.

Si me echas una mano con estos datos puedo sacar el mod pronto.

----------------------------

True, but I need the maximum rpm every merchant in the game.

It is very difficult to find. I found a few.

If you give me a hand with this information I can get the mod soon.
Seguro, encontrar informaciones relativas a todos los buques presentes en el juego (incluyendo los que vienen con OHII) no es facil. Por mi parte ententaré echarte una mano con ello, y esperamos que también otros miembros del foro harán lo mismo.

----------------------------

Yes, getting the required information for all of the ships featured in game (including the ones coming with OHII) is not easy. I will do my best to help you in this task, and let's hope that some other forum memeber will do the same.

Quote:
Originally Posted by Macardigan View Post
- Sólo hay un archivo de sonido para ajustar las RPM de todos los mercantes, es el "propeller_4.wav". Y otro para los buques de guerra "Propeller_5.wav"
El tema es modificar el propeller_4 para que dé las máximas revoluciones por minuto del mercante que más rpm saque de todos los que hay.
Con esto ya podemos hacer la tabla de ahí hacía abajo con los demas mercantes.

-------------------------------------


- Only one sound file to adjust the RPM of every merchant, is the "propeller_4.wav". And one for warships "Propeller_5.wav"

The issue is to modify the propeller_4 to give the maximum revolutions per minute rpm merchant more kick all there.

With this you can make the table from there downwards with the other merchant.
Como te dije antes, si hace falta puedes clonar el fichero propeller_4.wav y crear nuevas entradas de ello en el archivo sh.sdl, de manera que cada buque tenga su sonido, y pueda ser calibrado individualmente.

----------------------------

As I told you before, if needed you can clone the propeller_4.wav file and add new entries of it into sh.sdl. In this way each ship could have her own sound, and could be finetuned individually
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