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Old 04-10-11, 05:48 PM   #1
Dignan
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That's strange. My sonar man always seems to call out sound contacts to me. Now following them when asked...that's a different story.
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Old 04-11-11, 01:11 AM   #2
Frin63
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That's funny, so many different behaviours in the same game...

My sound officer (allmost) never seems to mention a sound contact by himself, I have to ear it myself or ask him for it. But when I ask him he usually keeps tracking it and calling bearings OK. I also have patch 1 (and several mods) installed.
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Old 04-11-11, 02:24 AM   #3
jwilliams
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I used to complain alot about my sound guy. Often called him a useless deaf ******.
But then Sober released this mod :-

sobers realistic hydrophone operator SH5

And my sound guy started to be able to hear!!! Follow targets etc.

And then recently TDW gave us the info to Hex edit the .exe which ment that the sound guys works perfectly for me know.

I'm not sure if I still need sobers mod, but I still use it.


Oh and Welcome to Subsim Frin63.
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Old 04-11-11, 04:05 AM   #4
Frin63
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Thanks for that info Jwilliams! I will certainly try it out and put the execution of the sound guy on hold...
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Old 04-11-11, 05:45 AM   #5
sirbum69
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see J, i have that hex edit, and have had it sence it first put it out and yet my sound guy doesnt tell me anything....ill hit the button to tell me nearest sound contact and bam it shows in the message box, but sound guy never said anything.

and i have the latest hydro cause i have that mod that gives you all the newest things.
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Old 04-12-11, 12:48 AM   #6
jwilliams
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Quote:
Originally Posted by sirbum69 View Post
see J, i have that hex edit, and have had it sence it first put it out and yet my sound guy doesnt tell me anything....ill hit the button to tell me nearest sound contact and bam it shows in the message box, but sound guy never said anything.

and i have the latest hydro cause i have that mod that gives you all the newest things.

Do you use any sound mods???
Sound mods could change the way crew report things.

I usually dive to 20 - 25 meters to do a hydro check. And if there are contacts, my sound guy starts reporting once I pass 12 meters.

My mod list :-

Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SH5\MODS]

Anti Lag
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Enhanced FunelSmoke_by HanSolo78
Grossdeutscher Rundfunk
Menu - Das Boot Departure Theme
Rel_SH4_BBC_1939_to_1945
Window_Lights_Redone_V1
Magnum_Opus_v0_0_1PlusPatch1
Magnum_Opus_v0_0_1Patch2
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
IO_StrategicMap_4_1_for_TDWv640&MO
NewUIs_TDC_6_4_0_Real_Navigation
AirTorpedoes
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
SteelViking's Sky Banding Mod
sobers 3D deck spray mod V7
sobers real trees
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Naights Submaine Textures (internal) v1.2(test)
Open_Horizons
Harbour Addition MOD V0.1 - Open_Horizons
Lite Campaign LC 1.2
No magic skills v1.5 MCCD compatible
sobers realistic hydrophone operator SH5
Speech fixes and additions (german version)
Speech Recognition_v1.4_MiTons_NewUI_Editon _english
sobers & stoianm base fog mechanics V16 SH5
Capthelms Audio+SV Touch Ups
Unterseeboot II SFX
U-Boat Propulsion SFX
German U-Boat Hydrophone SFX
sobers talking conning crew mod
Wasserbomben1_1
AilImpurity 1.2

Plus the .exe hex edits by TDW.

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Old 04-12-11, 05:39 AM   #7
sirbum69
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na i dont use any sound mods...i may try that sobers hydro phone thing tho when i get home.
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Old 04-13-11, 06:22 AM   #8
Dignan
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Quote:
Originally Posted by Dignan View Post
That's strange. My sonar man always seems to call out sound contacts to me. Now following them when asked...that's a different story.
I would like to recant this comment. You are right, the soundman doesn't usually call out contacts unless asked to follow them. Sometimes, when I've asked him to follow a contact, I notice he then also calls out new ones. Makes no sense.
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Old 04-13-11, 04:29 PM   #9
sirbum69
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Quote:
Originally Posted by Dignan View Post
I would like to recant this comment. You are right, the soundman doesn't usually call out contacts unless asked to follow them. Sometimes, when I've asked him to follow a contact, I notice he then also calls out new ones. Makes no sense.
LoL yeh. Honestly im starting to wonder if it doesnt have to do with the SH5.exe patch...I mean i love the fact that it shows subs now but not sure its worth it if i have to manully ask all the time....Think im gonna set it back they way it was and see what happens
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Old 01-26-12, 10:08 PM   #10
JohnnyBlaze
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Hi sorry to bring up an old threat, but I'm having the same problem.

Wondering if anyone found a fix for this?
After searching the forum and checking out many threats with no luck.

I have missed alot of contacts, just because the prat wont call out new contacts. I'm starting to think that he wont call contacts that are already in hydrophone range when I submerge, but sometimes he calls out NEW contacts that enter the range after I've submerged... make sense?
Could be just random behavior.

I have installed the 360 scanning hydrophone that cost 2000 renown.

I have patched my sh5.exe with TDW's program.

Here's my mod soup just in case there's something wrong with it.

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\MODS]

MightyFine Crew Mod 1.2.1 Alt faces
sobers best ever fog V4 SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_9_0_ByTheDarkWraith
EQuaTool 01.01 by AvM - Large Style
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
sobers green crew training V3 SH5
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
OPEN HORIZONS II_base v1.6
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
NewUIs_TDC_6_9_0_Real_Navigation
MRP 16x9 ratio
Dark_Interior_V1
sobers real trees
sobers 3D deck spray mod V7
SteelViking's Sky Banding Mod
BRF 1.3 full
BRF 1.1 HP balance
Enhanced FunelSmoke1.2_by HanSolo78
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally TDC Help v2
SAS special abilities simplified V1 SH5
U-boat Historical Specifications 1.7 for TDW Mods
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
Equipment_Upgrades_Fix_v1_4_byTheBeast
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0


This is becoming a game killer for me... must be a way to solve this
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Old 01-26-12, 11:58 PM   #11
Captain_AJ
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U-Boat boredom ! NO !

Quote:
Originally Posted by JohnnyBlaze View Post
Hi sorry to bring up an old threat, but I'm having the same problem.

Wondering if anyone found a fix for this?
After searching the forum and checking out many threats with no luck.

I have missed alot of contacts, just because the prat wont call out new contacts. I'm starting to think that he wont call contacts that are already in hydrophone range when I submerge, but sometimes he calls out NEW contacts that enter the range after I've submerged... make sense?
Could be just random behavior.

I have installed the 360 scanning hydrophone that cost 2000 renown.

I have patched my sh5.exe with TDW's program.

Here's my mod soup just in case there's something wrong with it.

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\MODS]

MightyFine Crew Mod 1.2.1 Alt faces
sobers best ever fog V4 SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_9_0_ByTheDarkWraith
EQuaTool 01.01 by AvM - Large Style
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
sobers green crew training V3 SH5
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
OPEN HORIZONS II_base v1.6
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
NewUIs_TDC_6_9_0_Real_Navigation
MRP 16x9 ratio
Dark_Interior_V1
sobers real trees
sobers 3D deck spray mod V7
SteelViking's Sky Banding Mod
BRF 1.3 full
BRF 1.1 HP balance
Enhanced FunelSmoke1.2_by HanSolo78
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally TDC Help v2
SAS special abilities simplified V1 SH5
U-boat Historical Specifications 1.7 for TDW Mods
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
Equipment_Upgrades_Fix_v1_4_byTheBeast
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0


This is becoming a game killer for me... must be a way to solve this
Try trevallays scripts and send alot of reports to the bdu !!
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