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Old 03-19-15, 09:26 PM   #1
TorpX
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Quote:
Originally Posted by HertogJan View Post
There's one think I didn't mention yesterday and that is the repeated "current depth 20 feet" sound speech by the ?XO?
Yes, that's annoying. Usually, I am at 32x, so I don't have to listen to it.

What class of boat are you driving?

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Old 03-19-15, 11:22 PM   #2
derekb525
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TorpX
Great work on the mod. I know how much work is involved with doing work like this, I've been involved in many mods for various games over the past few years.

I have a question though. I'm running TMO, RSRDC, and Travellers mod. I also have a few smaller mods going on for aesthetics, with yours being installed after everything else. I started a new career from Pearl. After leaving Pearl, and on my way to Midway I tried the different telegraph settings and noticed I couldn't make better than 14 knots on flat, glassy seas with 0mph wind. Standard and Full both produce a max of 14 knots. Even if I manually select the speed to a higher setting I only get 14 knots total. Going to battlestations flank I could get up to 20kts.

Is this intended? Or, am I not doing something correctly?

*edit, forgot to add I am in a Balao
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Old 03-20-15, 01:02 AM   #3
TorpX
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Hmmm............ I'm not sure.

There is a relationship between the crew efficiency and what speed you can get. I never tried to pin it down exactly, but being at GQ will often give you a boost. You should be able to go faster than 14 kn., though.

I would look at a few things:
Is your engine room crew up to snuff?

Are you using the Diesel Engines Specialist correctly?
[Read the documentation if in doubt.]

Have you tried things without Trav's mod?
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Old 03-20-15, 04:33 AM   #4
HertogJan
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Quote:
Originally Posted by TorpX View Post
Yes, that's annoying. Usually, I am at 32x, so I don't have to listen to it.

What class of boat are you driving?
USS Salmon

I't one of those voices you can do without and get, while others you need don't get
I wonder if putting the XO on deckgun duty will shut him up, all three of 'em for that matter

On a more serious note, I'm thinking of getting rid of that particular voice file, does anyone have a clue as to where to find it.

Thinking out loud here:
I don't suppose simply removing it will work (prolly get CTD as soon as its triggered), there has to be some other file which triggers the voice file, maybe removing that or block that will stop it


As promised, a few stormy weather screens.





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Old 03-20-15, 09:42 PM   #5
TorpX
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Nice pics. Your ocean looks nicer than mine somehow.

***
derekb525,
I ran some tests to study the issue you have. As it is a technical issue, I posted the results in the ISP thread in the Mod Workshop Section.
The short version is that the crew/compartment efficiency is important to the speed you can make.
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Old 03-21-15, 04:30 AM   #6
HertogJan
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Running Improved Stock Environment_v2 over your Mod.


About the voice issue, looking through the files would suggest a combination of four separate files "Current Depth", "2", "0" and "feet". If so, removing it would be impossible
Altho, it doesn't make sens as it says "twenty feet" and not "two - zero feet".
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Old 03-21-15, 04:42 AM   #7
HertogJan
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Copied over to Improved Ships Physics in the Workshop.

Can be deleted!
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Old 03-25-15, 10:56 AM   #8
nionios
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Is there any point in rolling the dice when I have stormy weather while the patch is disabled?
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Old 03-25-15, 07:58 PM   #9
TorpX
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Quote:
Originally Posted by nionios View Post
Is there any point in rolling the dice when I have stormy weather while the patch is disabled?
Yes, on a roll of 11+, save the game, quit, and enable the severe weather 'patch', before you start it up again. Otherwise, you will never have severe weather. The idea is to alternate with the patch and without, so you have severe weather sometimes.



For example:

I follow directions and put in the correct scene.dat file in ISP 2.15.

Then I start the game and go out on patrol. My mod list looks like this:
Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15

The above gives me moderate weather. Winds at 15 m/s will produce 'rough' weather, but not really stormy.

Rolling the dice each day, I later roll a '11'. So I save the game, exit, and enable the ISP 2.15_SW_Patch. My list is now thus:
Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15
ISP 2.15_SW_Patch
This will give me more severe weather, mainly at 10+ m/s winds. I continue rolling the dice every day, and when I roll a 11+, I save, exit, and disable the ISP 2.15_SW_Patch. Then my mod load goes back to the list at top. In this way, I get alternating periods of moderate and severe weather.

If you are using the TMO versions, it works the same way; only you use the "ISP 2.x_SW_Patch for TMO" mod.

I hope I explained this clearly.


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