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Old 07-20-12, 10:37 AM   #61
Paco
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Quote:
Originally Posted by TheDarkWraith View Post
Did you have the no hydro on surface mod disabled?

Yes I did.

Testing with the testmission:

The Sonarguy is not able to detect the freighter by himself. If I raise the scope, short time later, he is also be able to hear the contact.
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Old 07-20-12, 11:05 AM   #62
TheDarkWraith
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Originally Posted by Paco View Post
Yes I did.

Testing with the testmission:

The Sonarguy is not able to detect the freighter by himself. If I raise the scope, short time later, he is also be able to hear the contact.
Something isn't right in your setup then. It sounds like the no hydro on surface mod is still installed even though JSGME says it's not (sounds like JSGME hiccuped again)
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Old 07-20-12, 11:10 AM   #63
0rpheus
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Originally Posted by TheDarkWraith View Post
Looks like it's time to write an app for editing the crew files
Love the way that one thing leads you to another which leads you to another... you'll have recoded the whole thing before long! Top work as always TDW, if I get a minute over the next few days I'll test it too
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Old 07-20-12, 11:41 AM   #64
hitmanuw
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when ill go for the first time to mission the crew doesnt say anything but after ill log out to main menu and go back to mission the crew members will start to say "ship spoted bla bla bla"
i try it only with 1 mod NewUIs_TDC_6_9_0_ByTheDarkWraith
and each time when i log for the first time in game the soundman doesnt say anything and afert ill log out to main menu and log back to mission will start to talk say "ship spoted bla bla"
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Old 07-20-12, 11:43 AM   #65
TheDarkWraith
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Quote:
Originally Posted by hitmanuw View Post
when ill go for the first time to mission the crew doesnt say anything but after ill log out to main menu and go back to mission the crew members will start to say "ship spoted bla bla bla"
i try it only with 1 mod NewUIs_TDC_6_9_0_ByTheDarkWraith
and each time when i log for the first time in game the soundman doesnt say anything and afert ill log out to main menu and log back to mission will start to talk say "ship spoted bla bla"
Interesting find. So it appears to be another one of those load-reload bugs. Wonderful
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Old 07-20-12, 12:39 PM   #66
null8fuff10
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Originally Posted by TheDarkWraith View Post
Interesting find. So it appears to be another one of those load-reload bugs. Wonderful
Time to say I love this game Sorry, but your comment says everything "Wonderful"

Load - reload ... same with my configuration ....
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Old 07-20-12, 12:50 PM   #67
TheDarkWraith
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Originally Posted by null8fuff10 View Post
Load - reload ... same with my configuration ....
Everything is now working for you after load reload?
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Old 07-20-12, 12:51 PM   #68
Dogfish40
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Originally Posted by null8fuff10 View Post
Time to say I love this game Sorry, but your comment says everything "Wonderful"

Load - reload ... same with my configuration ....
I was using TDW's ui what is it... 6.9 but I upgraded it, Your's may be a simple fix. Try upgrading The UI mod to 7.1
I think it's important, anyway. Hope it helps.
D40
PS; I wonder if I really ever tryed to load reload on purpose....?!
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Old 07-20-12, 12:57 PM   #69
Maki4444
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Well if it's just a load reload problem....it's not such a big deal, right? As long as the patch works in the end

I would love to test it except my computer is a bit messed up so I am waiting to do a format and then a 100% clean install of everything for the new and improved sh5 experience wohoo
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Old 07-20-12, 01:26 PM   #70
null8fuff10
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Originally Posted by TheDarkWraith View Post
Everything is now working for you after load reload?
Sure - load - back to main menu - load ... and Mr. Benni crys out the contact and messagebox filled with letters when stairing up the ladder to persicope.
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Old 07-20-12, 01:28 PM   #71
TheDarkWraith
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Originally Posted by null8fuff10 View Post
Sure - load - back to main menu - load ... and Mr. Benni crys out the contact and messagebox filled with letters when stairing up the ladder to persicope.
And if you disable the crew wake-up patch what happens?
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Old 07-20-12, 01:30 PM   #72
null8fuff10
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Quote:
Originally Posted by TheDarkWraith View Post
And if you disable the crew wake-up patch what happens?

one sec

same effects ... load - reload and SonarBenni doesn't make a secret of locating contacts, he reports what he finds
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Old 07-20-12, 01:49 PM   #73
Trevally.
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I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found
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Old 07-20-12, 02:21 PM   #74
Dogfish40
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Quote:
Originally Posted by Trevally. View Post
I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found
And one thing I did find out last night when playing the test missions, (both yours and TDW's) was that the mods are already helping the soundman work. In other words, when I canned the mods (all of them), the soundman, watchcrew didn't report anything. (This is with the patch activated). I tried with each mission and got no reports, so the mods seem to be helping already. So, I hope we may be close to finding that last key. Again, I will check on that Crew compartment file when I get home. Trev, The fact that you turn and turn back again is weird but what about my usual hydrophone, I'm using the Balken-Garet, the one that has no blind spots, so I don't know how I would reaquire to test this exept to back up or circle round, anyway, more will be revealed!
D40
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Old 07-20-12, 02:54 PM   #75
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
I think I have found something...

During my test mission the target gets to hydro range and draws a hydro line.
Hydro does not call out.
I turn my boat to face him (deaf area) and the contact line fades away.
I turn side on again and he calles out.
This is all at a range of 30 to 25 km away.

So - it is not a save load issue (although that can fix it, but not a fix that will let real nav work), but an issue when the contact first loads. When the same contact is then (after loading) re-found, the trigger to call out then works.

If you then do this fade target (deaf zone) for a second or third time, hydro does not call out again when target is re-found
That is exactly what the patch is supposed to fix, this aquire-reacquire bug. The patch forces the game to evaluate the contact no matter what.
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