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#1 |
Navy Seal
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I think this is a game bug and has never worked
![]() I would like my sound man to shout out "We have a sound contact" when the hydro station finds one. So far only the watch cew will do this "Task force sighted" etc The hydro man will call out bearing if you ask him to report and if you are in visual range to target "warship closing"etc. I think a huge improvement would come if the soundman shouts when hydro is first picked up, way before the watchcrew see them. This would also them make real nav a lot better as just now you get no warning unless sighted |
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#2 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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One of my points was that, when you play that tutorial mission, you know, Patrol one, and I do play this mission from time to time when I begin a new career (I have my reasons ![]() I noticed this and wondered why in heck he doesn't after we load up the mods for the second patrol. Then someone tipped me off to the contacts.cfg file and told me to adjust a couple of things and Benni shouted out the first contact we came across. I don't know what I installed after that, but once again it killed Benni. I went back and made sure that contacts file was as I left it. Some of the mods overwrite it and I had to replace the settings. Anyway, there is where I stand, I feel like there is something we can adjust and Benni will come to life. I really think one or two of the mods have changed something not realising and/or they are in the wrong order. Question; When we deactivate the mods, do the data files come back to their original install state, or do you have to reinstall the game to do this? I just thought of this clue as well, Nothing appears in the message box either! When you get a contact hit, aren't you supposed to see something in the message box from sound? D40
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Dogfish40 |
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#3 | |
Navy Seal
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Ah - so you play the tutorial ![]() ![]() I have learnt a lot about how the campaign files work by looking at the tutorial files. One thing I noticed is that the whole tutorial is controlled by the Tutorial_mission.py and this lets new UI options load as you meet requirments (fire torp etc). Also looking at the .mis files shows to to spawn ships on demend (this was a great find for me ![]() |
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#4 |
Navy Seal
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Just been looking at KarlKoch speech fix mod.
he had adjusted the priority of some sound messages as well as correcting the .ogg file name. I like you use Stormyfly sound mod, but these two could be merged to still get the extra speech that both offer ![]() |
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#5 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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D40
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Dogfish40 |
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#6 |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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I took out the upgrade mods. That is "Equipment upgrades mods" Including the patch hotfix and free upgrades. So all four at the end of my list. I played one the historical missions, I think the lifeboat or one of those first ones. The very first thing I heard was the soundman calling out contacts, then the watch crew calling out some aircraft.
Now if I can go through the Upgrades folders it's possible I may find something there. I hope. I don't dare try to take the upgrades mod out of my campaign cause I'm using the mods. I did try and go through the UPC files but couldn't find anything that I could imagine would help. I did erase the dialogs file from the Upgrade mods as I was told to because it was causing the commands to disappear. Anybody have any thoughts about this? At least I know I'm not crazy, that soundman works. I just have to find the culprit file and fix it. ![]() D40
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Dogfish40 |
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#7 |
Black Magic
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\data\Submarine\NSS_Uboatx\NSS_Uboatx.UPCGE:
[UserPlayerUnit 1.Compartment 5] CompartmentType= 1 StatusActive= Yes ID= VIIARadio NameDisplayable= Radio-Compartment-Name Type=NULL FunctionalType= SensorsRoom MechanicalCoef= 0.2 ;0..1 ElectricsCoef= 0.5 ;0..1 GunsCoef= 0 ;0..1 WatchmanCoef= 0.5 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 CrewMembersSlots= 2 EffciencyDenominator=2 EffciencyDenominatorBS=3 Have always been curious to know what these items in yellow actually do. Maybe you can investigate and find out? I know they affect the radioman and sonarman but that's all I know ![]() |
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