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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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I have tried the idea, but couldn't get it to work. It seems that the units can only deal with one sensor per sensor type ![]() Regards, LGN1 |
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#92 |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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Hi LGN1,
two attempts: Creating a R02-Node within .dat-file, then 1. create a R02-part within .sns-file: No success. 2. Fitted unused D01-Node with type 286-Radar: No success either. So far: ![]() |
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#93 |
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
Uploads: 0
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![]() ![]() TY Rubini |
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#94 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I suggest you to go through the last posts of Repaired Equipment MOD's thread: it seems that I and volodya61 managed to fix the above issue, making hydrophone contacts audible along the whole sensor's depth range. Hopefully our method will work for SHIII as well ![]() |
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#95 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#96 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Ok, first quick test done:
it works also on SH3! Great find guys! ![]() Some comments and limitations: 1. The solution is related to make the first sensor the more long one (more distance sensible, currently the more deep). In this original mod and also on my version for Sh3 the sequence was just the inverse: first the short one, last the long one. 2.With this correction the mod continues to work on Ai/sonarman crew side correctly...but 3. At player (human) side, besides the fact that now we have again a really working hydro station as before (I mean, we have again ambience and propelers sound there all the time), it have the flaw of working all the time, for any distance (from max 30km from almost 0km), independentely of the hydro layer. Conclusion: isn´t a perfect solution because the player will listen too much, independently of the hydro layer or uboat depth, but the AI/sonarman will works correctly, as the mod intention. Probably by game engine limitation, we will never have a perfect solution, but the mod is much better now!!(well, "never" can´t be used on SH3/4/5 mod community, we already fix a lot of unfixable things, no?) ![]() I will test it a bit more and make a new update package soon!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#97 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Hi Rubini,
I am glad that, despite its limitations, the fix also worked for you. ![]() your conclusions are correct: - only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player; - unfortunately human audible contacts are not affected by MaxRange settings: as noted by you, they are audible at any range. This is a limitation (or rather an unlimitation ![]() |
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#98 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Hi guys,
After made more tests i can say that the gap fix really fixed the problem! Now the mod is complete!! I will make a new updated version and will post for download until tomorrow! Thanks gap! ![]()
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#99 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#100 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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The link for this mod is not working form me:
Link to download (after decompress choose accordingly) Version 2.0 http://www.mediafire.com/?q8fzs78u03t8wb Could you please check it ? Thanks in advance !! Txema |
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#101 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
Uploads: 0
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![]() Quote:
Is it possible you could re upload this please? The link is dead ![]() @Gap Did you download Rubini's updated version? If so any chance you might host it as Rubini's mediafile link is dead. Many thanks Kaleuns ![]() Best regards. Fubar2Niner |
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#102 |
Hellas
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i have upload this great ('must have') mini mod here:
http://speedy.sh/SyMdg/New-Hydrophones-layersV2.0.7z ps: it is only for limited downloads so get it until Rubini fix his download links
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#103 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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Hi makman94,
Thank you very much for the link !! But when I try to download the file it requires to execute a .exe file and I don't want to do that... It is supposed to be a download manager, but still... Why don't they allow us to download the file without executing an .exe? |
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#104 | |
Hellas
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![]() Quote:
click on the title of mod at the upper line
__________________
Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#105 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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You are completely right, makman94 !!
Works perfectly by clicking on the title of mod at the upper line. Thanks again !!! ![]() Txema |
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