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#1 |
Navy Seal
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It looks like those values will be affected by things in your campaign - ships sunk, points gained etc.
The best way to test this will indeed be by single mission. What we should do is make a mission with a ship out of range and watch how far away it is before it is drawn on your map by the hydro line and then at what range before it is called out. This could also be done with the watch crew. we should post the single mission here so we can all test with the same conditions. We should also post what UPC setting we are using. ![]() |
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#2 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
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I was really shocked that I got those results so fast last night. Trev, I've never used any of these missions before and I was wondering if playing them alters your activated mods in any way. I noticed when I played the lifeboat check mission that even though my soundguy worked, my chief's character had changed back to the original. I use the alternate w' beards right now, so I was thinking maybe the soundman was working because more mods had been deactivated than I had done. This might turn out to be as simple as switching mods around, but I would rather find the file that's causing the trouble. I know we're going to get this working, but I can't wait to have a working soundman. Also; I'm not getting the contacts in the messagebox either. This may be even be more important. Rock n' Roll D40
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Dogfish40 |
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#3 |
Navy Seal
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Ok - made a test mission
I am 30m deep target is 60km away heading to pass me side on at 8knots ![]() Run the mission The target is first spotted at 33km and hydro line is drawn on map no call out or message ![]() target heads towards my at 8knots hydro line shows where he is the whole way not shout out from hydro at any time. Then the targer disappears as it passes by deaf spot off the bow. When the target reappears the sound man calls out and message is posted new updates are shouted out and posted as the target moves away out of range ![]() Second go - ran same mission again target spotted at 32km this time i ask hydro to repeat last contact contact is posted, but no shout out ![]() sound man remains quiet and no more messages posted the hydro line tracks target again target passes my bow and is about to go into my deaf zone still no message posted or call outs ![]() as target re-enters by the hydro zone sonar man posts message and calls out he continues to call out and post messages until out of range ![]() So - my issue is this when using real nav - the hydro line is not marked on your map this line is the only warning you will get unless you ask or unless contact is lost and then found again before he will start reporting ![]() |
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#4 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
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For most of us with this problem, the fix is simply go to the SH5/data/cfg/contacts.cfg--open it with notepad and make sure this line reads 60! The same with the precise line, make sure this reads 15. This will fix most of the soundman problems that the Kaleuns are having. There are several mods that have changed this and you'll need to find those as well 'cause everytime you load the mod, that contacts.cfg gets overwritten. I hope that swtching my mods around and updating the UI will help. I'll post again when I test. Will I be able to access this mission? Thanks D40
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Dogfish40 |
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#5 | ||
Navy Seal
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Well - this is the problem - I don't think this is working as it should. I think the sound guy should shout out as soon as the hydro line first appears. Something is stoppoing him or there is no trigger. When the contact is lost (passing the bow) and then found again - this does seem to be a trigger to get him to call out and he will then continue to call. I am sure this counld be fixed by a script where when hydro line is drawn - sound man jumps in and starts calling out the bearings. This could however be annoying if this happens with friendly ships - so could perhaps be linked to the travel button ![]() ![]() ![]() Quote:
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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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Did you check your contacts.cfg file? SH5/data/cfg/contacts.cfg. Open it up ans check the two lines ; Imprecise sensor contacts= should be 60 / Precise sensor contacts= should be 15. Even though someone stated that these are for radar, they had a direct effect on the soundman. If these are already set to those numbers, never mind this, the file is correct. If not, set those two parameters and try the mission again. This goes for everyone who may be having soundman problems. In a little while, I'm going to see if my adjustments to my mod soup are working at all. I did rearrange quite a bit + upgraded a couple things so...we'll see. If it does work I'll be closer to knowing where the culprit file is. ![]() D40 PS; thanks for the mission ![]()
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Dogfish40 Last edited by Dogfish40; 07-18-12 at 02:29 PM. |
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#7 |
Navy Seal
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My contact.cfg:-
Code:
; Edited by TheDarkWraith for NewUIs_TDC_6_9_0 ; Edited on 11/06/2011 @ 1100 [ContactSettings] ; Contact settings Display Range To Opportunity Radio Contacts=1000 ;[>0] kilometers Display Range To Important Radio Contacts=3500 ;[>0] kilometers Decay Time For Important Radio Contacts=172800 ;[>0] seconds Decay Time For Opportunity Radio Contacts=64800 ;[>0] seconds Decay Time For Imprecise Sensor Contacts=60 ;[>0] seconds was 600 Decay Time For Precise Sensor Contacts=15 ;[>0] seconds was 60 Decay Time For HighPrio Radio Contacts=259200 Single Contact Min Size=1 ;[>0] minimum numbers of units in this type of group Small Contact Min Size=2 ;[>0] minimum numbers of units in this type of group Medium Contact Min Size=4 ;[>0] minimum numbers of units in this type of group Large Contact Min Size=9 ;[>0] minimum numbers of units in this type of group [ContactRange] ;under the (right) value a contact is considered as: Short=1000 ;[m] Medium=3000 ;[m] Long=20000 ;[m] [ContactSpeeds] ;less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed Merchant=0.1,8,12,35 ;[kts] Warship=0.1,8,19,35 ;[kts] including uboats Air=0.1,8,19,35 ;[kts] Convoy=0.1,8,12,35 ;[kts] ![]() |
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