![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | ||
Navy Seal
![]() |
![]() Quote:
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:
![]() |
||
![]() |
![]() |
![]() |
#2 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
|
![]() Quote:
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 ![]()
__________________
Dogfish40 Last edited by Dogfish40; 07-18-12 at 02:29 PM. |
|
![]() |
![]() |
![]() |
#3 |
Navy Seal
![]() |
![]()
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] ![]() |
![]() |
![]() |
![]() |
#4 | |
Swabbie
![]() Join Date: Jul 2012
Posts: 9
Downloads: 47
Uploads: 0
|
![]()
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:
Last edited by BruceLee; 07-18-12 at 09:02 PM. |
|
![]() |
![]() |
![]() |
#5 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
|
![]() Quote:
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
__________________
Dogfish40 |
|
![]() |
![]() |
![]() |
#6 | ||
Black Magic
![]() |
![]() Quote:
Quote:
![]() |
||
![]() |
![]() |
![]() |
#7 |
Swabbie
![]() Join Date: Jul 2012
Posts: 9
Downloads: 47
Uploads: 0
|
![]()
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!
|
![]() |
![]() |
![]() |
#8 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
|
![]() Quote:
![]() Cheers. D40
__________________
Dogfish40 |
|
![]() |
![]() |
![]() |
|
|