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Old 07-16-11, 08:14 AM   #1
Stormfly
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Originally Posted by TheDarkWraith View Post
They will not get ship spotted/sunk or any messages of the likes of them with this (it's a very reduced capability radio message system). They will only get campaign radio messages. Whatever Trevally puts in the campaign radio message files is what they will receive. If what you are talking about is in a campaign radio message file then the player will receive it.
i hate popups !!! it steal immersion, you have sound for that and are able to check the radio log then, but important from my view would a forced TC to 1 for campaign messages, together with a working sound after you got forced out of TC then. i noticed if you set TC to 1 option for radio messages (NewUI`s 6.4.0), the sound isnt playing if you was in TC before the radio event occour.
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Old 07-16-11, 10:42 AM   #2
TheDarkWraith
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Originally Posted by Stormfly View Post
i noticed if you set TC to 1 option for radio messages (NewUI`s 6.4.0), the sound isnt playing if you was in TC before the radio event occour.
in regards to my UIs mod: If you don't have TC on 1 when new radio message received enabled then you will not get sound. I have fixed bug of sound sometimes not playing when that option is enabled in v6.7.0.

For those not using my UIs mod or MO then TC will be set to 1 and sound will be played when a campaign radio message is received (and my campaign radio message engine mod is enabled. You can find that here: http://www.subsim.com/radioroom/show...06&postcount=1)
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Old 07-16-11, 11:14 AM   #3
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Originally Posted by TheDarkWraith View Post
in regards to my UIs mod: If you don't have TC on 1 when new radio message received enabled then you will not get sound. I have fixed bug of sound sometimes not playing when that option is enabled in v6.7.0.

For those not using my UIs mod or MO then TC will be set to 1 and sound will be played when a campaign radio message is received (and my campaign radio message engine mod is enabled. You can find that here: http://www.subsim.com/radioroom/show...06&postcount=1)
let me ask if i understood that correctly, does that mean that:

if setting TC1 option for radiomessages enabled in v6.7.0, and if running using TC (maybe x256) and a radio event is triggered...

then TC drops to 1 and a incomming radio message sound is played ?

...if so, we urgent need a option that dropping to TC1 is only effective if a campaign radio messages is arriving.
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Old 07-16-11, 11:17 AM   #4
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Originally Posted by Stormfly View Post
let me ask if i understood that correctly, does that mean that:

if setting TC1 option for radiomessages enabled in v6.7.0, and if running using TC (maybe x256) and a radio event is triggered...

then TC drops to 1 and a incomming radio message sound is played ?
correct. You enable that option in the options file or the options screen for the radio messages. Sometimes you may not hear the sound because of a little bug in versions prior to v6.7.0. The option of TC 1 on new radio message has been available since I added the radio messages to the mod.
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Old 07-16-11, 11:24 AM   #5
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Originally Posted by TheDarkWraith View Post
correct. You enable that option in the options file or the options screen for the radio messages. Sometimes you may not hear the sound because of a little bug in versions prior to v6.7.0. The option of TC 1 on new radio message has been available since I added the radio messages to the mod.
...using 6.4.0 i used that option for testing but never got a sound if i was running using TC, thanks good that this is fixed now

...can we have a extra sound trigger to seperate the normal BDU incomming radio sounds from that ultra important campaign radio messages and declare them as "commanders messages"... you allready got such a sound sample from me, i just want to make shure this isnt played with the normal BDU messages
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Old 07-16-11, 11:27 AM   #6
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Quote:
Originally Posted by Stormfly View Post
...using 6.4.0 i used that option for testing but never got a sound if i was running using TC, thanks good that this is fixed now

...can we have a extra sound trigger to seperate the normal BDU incomming radio sounds from that ultra important campaign radio messages and declare them as "commanders messages"... you allready got such a sound sample from me, i just want to make shure this isnt played with the normal BDU messages
Can you move this discussion to my UIs thread? It doesn't really pertain to Trevally's mod.
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Old 07-16-11, 11:30 AM   #7
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Can you move this discussion to my UIs thread? It doesn't really pertain to Trevally's mod.
shure mate, but i cant move the posts.. should i copy my posts over ?
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Old 10-06-11, 05:36 AM   #8
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Appreciate this mod. I believe, the more radio-messages the better.
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Old 10-06-11, 06:55 AM   #9
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In which order do you load this mod? Sometimes I do get a CTD but that could be with something else related. I post my mod order.

Generic Mod Enabler - v2.6.0.157
[F:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Critical hits 1.1 Torpedos
Reboot's Water Drips 1.1
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
No Damn Bubbles, No Damn Halo Mod
Environment 5.0 MOD
NewUIs_TDC_6_8_0_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
Critical hits v 1.2
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
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Old 10-06-11, 07:19 AM   #10
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IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_8_0_ByTheDarkWraith
OH II Campaign Radio Messages v4
OPEN HORIZONS II_full v1.4

Definitely put the IRAI mods before the NewUI. And my personal preference is to put the radio messages directly after the NewUI mod. I'd also recommend putting the critical hits mods next to each other, towards the top of your list. That keeps things looking orderly
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Old 10-14-11, 10:19 AM   #11
lesec74
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hello,

Iuse tdw's 6.8.0 and OH 1.4 Full and I haven't the name of the ships which are sinking in my message box (tdw's).why?

thanks
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Old 10-14-11, 12:49 PM   #12
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Originally Posted by lesec74 View Post
hello,

Iuse tdw's 6.8.0 and OH 1.4 Full and I haven't the name of the ships which are sinking in my message box (tdw's).why?

thanks
See if this file exists: \Silent Hunter 5\data\RadioMessages\WWIIShipNames.txt

If it does open it up. You should see a lot of ship names.
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Old 10-14-11, 01:49 PM   #13
lesec74
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Quote:
Originally Posted by TheDarkWraith View Post
See if this file exists: \Silent Hunter 5\data\RadioMessages\WWIIShipNames.txt

If it does open it up. You should see a lot of ship names.
hello TDW,

yes, I've this file.and after?
many thanks for your help
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Old 03-11-12, 05:18 AM   #14
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Hallo everybody! Prompt me why does not radiosoobscheniya come???
Order of setting of mods:
1)Ui-Boat 4.14
2)OH II v1.7
3)Radio_Messages_1_2_0_UI_Boat_v4_14
4)OH II end Light Campaign Radio Messages v3
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Old 03-11-12, 05:45 AM   #15
Trevally.
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Quote:
Originally Posted by Ralf73 View Post
Hallo everybody! Prompt me why does not radiosoobscheniya come???
Order of setting of mods:
1)Ui-Boat 4.14
2)OH II v1.7
3)Radio_Messages_1_2_0_UI_Boat_v4_14
4)OH II end Light Campaign Radio Messages v3<<<<not needed - remove
Hi Ralf and welcome to subsim

The above mod is now within OHII and is no longer required
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