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#1 |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
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ahoy, mates
there were many questions about the hydrophone use to intercept the enemy. Since I play the SH3, I am fascintated by the hydrophone, too, and I used it frequently in the stock game. As you certainly know, till present day the RPM count was not possible in the GWX, due to the different sound files and lack of the chart. So I decided to make a small "mod" allowing use of passive sonar in the GWX way we did it in the stock game. Now, after one month of hard work, I humbly present to the community my hydrophone MERCHANT hunting tutorial including the original game propeller sound files, 4 training missions, GWX RPM chart and a detailed guide explaining some stuff that may interest you. I hope you will like it ![]() D/L here: http://rapidshare.com/files/20422865...orial.rar.html or here: http://files.filefront.com/Hydrophon.../fileinfo.html possible solution of crashing training missions (Kudos to Pisces ![]() I installed your hydrophone mod and tried playing the missions that go with it. But 2 didn't work correctly and crashed SH3 GWX1.03 when loading the mission. Namely "Training Proppellers" and "Training range to target". Before the "not so long ago" message (or maybe for you the german equivalent sentance) appears the game crashes to desktop. The other work ok, as far as loading goes anyway. When I open those 2 crashing misisons in the mission editor, and try to open the properties window for the Amnunition ships (Pyro??) the editor also crashes. All other ships do not crash. This suggest me that the issue lies in the mission itself with these ammo ships and not a bad mod or SH3/GWX install on my part. Since you didn't mention in the readme what specific version of GWX your mod is based on I am not totally sure, but in the changelog section in the GWX 1.03 manual it says for changes done in GWX1.02 that the ammo ships got a different database number or something (became 100). In your mission files the ammo ships have number 102: Proppeler mission opened with text editor: Quote: ... [Unit 3] Name=Fleet Auxilary Ammunition#1 Class=AMM Type=102 Origin=British ... When I added another instance of the same ship-type to the mission (chosen from roster) and saved, I get in the text editor: Quote: ... [Unit 7] Name=Fleet Auxilary Ammunition#1_MyTest Class=AMM Type=100 Origin=British ... Last edited by raduz; 12-29-07 at 04:19 AM. |
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#2 |
Seaman
![]() Join Date: Nov 2006
Location: Chino Valley, AZ
Posts: 33
Downloads: 73
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Sorry I don't mean to be obtuse, but does it work in Gwx? If so I would love to try it. Thank you for all of your hard work.
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#3 |
Sea Lord
![]() Join Date: Dec 2006
Location: Texas
Posts: 1,778
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I don't have time to look at this now, but I will next week. It sounds like it will be helpful. Thank you!
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#4 |
Loader
![]() Join Date: Jun 2006
Location: on the far side of society
Posts: 84
Downloads: 8
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Thx bro Nice work
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#5 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 913
Downloads: 360
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I down loaded the file , but I'm not sure where to put it ... thanx
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#6 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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Whoo!
![]() Now the only thing about GWX I didn't like and couldn't change has been fixed! ![]() I can go back to counting revolutions again! ![]() Thankyou!
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#7 |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
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It works in GWX. The only thing it changes are the propeller sound files. Replacing GWX propeller sounds by the stock propellers allows you to use the RPM chart for ID contacts and determinate its speed.
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#8 |
Chief
![]() Join Date: Jan 2007
Location: U-33. Depth Charges...sinking..
Posts: 325
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Nice!!! I'll give this a shot tomorrow...
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The new-moon night is black as ink. Off Hatteras the tankers sink. While sadly Roosevelt counts the score-- Some fifty thousand tons--by MOHR |
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#9 | |
Loader
![]() Join Date: Mar 2006
Location: Hamburg
Posts: 88
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#10 |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
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Interesting... I have never encountered such a problem and I have no clue whats the cause. anyway I am glad you find a solution that works
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#11 | |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
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#12 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
Posts: 504
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excellent, will give it a try
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#13 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
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OMG YES. I've always wanted to do this!
Quick question: in the rpm chart it says that rpm values are _almost_ always rounded down, with the exception of high values like 27.9 -> 28. I don't really know what it's referring to, but I wonder: why not round fairly on all numbers? Was this done to better fit the data you collected? |
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#14 | |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
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![]() Quote:
Example: I was measuring the turn count for one minute. Let's say at 00:58, the RPM was 27, that means 27 complete revolutions. Two seconds before one minute has passed, 28th rev started. At 01:00 this 28th rev was still not complete. It was completed at 01:02. Now how was I supposed to record this situation? I had to round the RPM either down, either up, because it was something between 27 and 28. (this is just an example, the numbers are imagined). If there was 27.5 revs in 60 seconds, I recorded 27. The only case when I rounded up was when it was like 27.9, that means ALMOST 28 complete revs. I hope you understand what I mean ![]() |
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#15 | |
Fleet Admiral
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Thank you so much for taking the time to not only code up the mod but to also take the time to write a nice manual with it. That spreadsheet is a winner. Thanks again for supporting the SH3 community. /salute |
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