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Old 07-18-12, 01:53 PM   #1
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
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Quote:
Originally Posted by Dogfish40 View Post
So, In a nutshell, your soundman was working, right? You didn't have to adjust anything.


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

Perhaps TDW could look at this when he has time and add it to his UI

Quote:
Will I be able to access this mission?
Thanks
D40
https://rapidshare.com/files/103820215/Hydrotest.7z
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Old 07-18-12, 02:10 PM   #2
Dogfish40
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Quote:
Originally Posted by Trevally. View Post
[/FONT]

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

Perhaps TDW could look at this when he has time and add it to his UI





https://rapidshare.com/files/103820215/Hydrotest.7z
Question for you Trev.
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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Last edited by Dogfish40; 07-18-12 at 02:29 PM.
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Old 07-18-12, 02:55 PM   #3
Trevally.
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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]
Looks ok
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Old 07-18-12, 08:42 PM   #4
BruceLee
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Same problem. My guy almost never calls out new hydrophone contacts. I play with contact markers disabled, so the only way for me to be informed the instant a contact is detected is to hotkey "Report nearest contact" to a key and spam away at it whenever I'm searching for ships to sink.
And also note that, with markers enabled, the hydrophone lines on the map show up perfectly for me as well. The detections are being made, but he refuses to let me know. Probably snickering at me behind my back as all the juicy merchants roll by, the bastard.

What I'd really like, if a fix for the issue cannot be produced, is a way to have TC automatically drop to 1 or 8 as soon as a new hydro contact is made. That would alert me to the fact that something is up, even if I get no report message from the hydrophone operator, and it would give my poor left ring finger a break from the constant spamming.

My contact.cfg is also set correctly. Mod list below :

Quote:
Accurate German Flags
German Voices
MightyFine Less Annoying Footsteps 1.0
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
SteelViking's Interior Mod V1.2
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
sobers talking conning crew mod
MoraleMod
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_AltAdvSpeedGraphics_by_naights
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
OPEN HORIZONS II_full v1.9
OHIIv1.9_Patch1
Trevally Automated Scripts v0.6
North Atlantic Green 1.1
My_Mixed_SoundMod_2.1

Last edited by BruceLee; 07-18-12 at 09:02 PM.
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Old 07-18-12, 11:49 PM   #5
Dogfish40
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Quote:
Originally Posted by BruceLee View Post
Same problem. My guy almost never calls out new hydrophone contacts. I play with contact markers disabled, so the only way for me to be informed the instant a contact is detected is to hotkey "Report nearest contact" to a key and spam away at it whenever I'm searching for ships to sink.
And also note that, with markers enabled, the hydrophone lines on the map show up perfectly for me as well. The detections are being made, but he refuses to let me know. Probably snickering at me behind my back as all the juicy merchants roll by, the bastard.

What I'd really like, if a fix for the issue cannot be produced, is a way to have TC automatically drop to 1 or 8 as soon as a new hydro contact is made. That would alert me to the fact that something is up, even if I get no report message from the hydrophone operator, and it would give my poor left ring finger a break from the constant spamming.

My contact.cfg is also set correctly. Mod list below :
Hey BruceLee.
You see...Yours is the perfect example of a soundman that should be working. I can only suggest until I find that culprit file that you switch around some of your mods. I know you've probably already tried to optimize this but for now, I would place the UI mod a bit further up, say above the MFSM/MCCD mods. I'm trying this as well now. I am on a quest, I just gotta' get "Benni" to work else he's gonna' get shot for dereliction of duty and also I don't wanna' see him cry
D40
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Old 07-19-12, 12:52 AM   #6
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
[/FONT]
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

Perhaps TDW could look at this when he has time and add it to his UI

https://rapidshare.com/files/103820215/Hydrotest.7z
Scriptmanager does not expose anything that relates to bearing lines or when contacts appear on the maps.

Quote:
Originally Posted by Dogfish40 View Post
Hey BruceLee.
You see...Yours is the perfect example of a soundman that should be working. I can only suggest until I find that culprit file that you switch around some of your mods. I know you've probably already tried to optimize this but for now, I would place the UI mod a bit further up, say above the MFSM/MCCD mods. I'm trying this as well now. I am on a quest, I just gotta' get "Benni" to work else he's gonna' get shot for dereliction of duty and also I don't wanna' see him cry
D40
What's the best way to kill a lot of time when you have nothing but time to waste? OllyDebug! I had many hours of flight from down south in Mexico to home so I decided to look into this sonarman problem. A little under 3 hours into it I finally narrowed down the routine that is called when a sonar contact is detected. A few minutes later I had a patch that made the sonarman call out everytime a new contact line is drawn on the map. Preliminary testing results are good so I'll release the patch for this tomorrow. Then you all can test it extensively to see what the negative side effects are (I don't foresee any but you never know! case in point: sub on bottom patch). Right now I need to get some sleep
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Old 07-19-12, 03:01 AM   #7
BruceLee
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Well how about that. MUCH appreciated. Will this new patch modify SH5's exe though? I have the Steam version, which means I can't use your other exe patcher. Would hate to miss out on this fix!
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Old 07-18-12, 11:40 PM   #8
Dogfish40
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Quote:
Originally Posted by Trevally. View Post
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]
Looks ok
Yeah, Thats it! Your good there. Well...one more thing, did you check the actual file in your data/cfg folder, there are one or two mods that overwrite this if you load them after TDW's UI mod. I found that out the hard way. Just sayin'
Cheers.
D40
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