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Old 03-16-13, 07:35 PM   #1
Fifi
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Was wondering in other thread if REM takes in account sea surface for detection (no waves/small waves/big waves) and decreasing the hearing accordingly? (for surface hydrophone like GHG etc)
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Old 03-16-13, 09:19 PM   #2
Windir
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Quote:
Originally Posted by volodya61 View Post
maybe it make sense to add our fixes to this page?
What is your fixes?

Quote:
Originally Posted by volodya61 View Post
there are 'regular' versions (standart and TDW's mods compatible) - http://www.subsim.com/radioroom/show...&postcount=130

there is 'no hydrophone on surface' version - http://www.mediafire.com/?c52qo9gmzvtfc3v

Thank you
<-Bear with me guys ,i`m a Nub

If i understand this right the links above are fixes to the R.E.M_by Xrundel_TheBeast_1.2 mod?
do i enable this on top of the R.E.M_by Xrundel_TheBeast_1.2 mod or replace it?

I enabled the R.E.M mod a cuple of days ago and since then i have had no hydro on surface, witch i like of course. so why should i download/enable this?
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Old 03-17-13, 01:20 AM   #3
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Windir, just activate R.E.M. - hydrophone mute for player fix (TDW compatible) on top of regular REM, if you want your hydro on surface.
Only works with hydro able to hear on surface of course (not rotative one).

http://www.subsim.com/radioroom/show...&postcount=130

Don't use the TDW ship inertia mod in your list, if you have it!
For some mysterious reason, it screw up the hydrophone hearing...for many users.

See how i put both REM in my list: http://www.subsim.com/radioroom/show...20&postcount=1
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Old 03-17-13, 04:07 AM   #4
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Hi Fifi,

When I try to download this mod on game front I get an "error message" (404 forbiden).

So, would you please update your post "grosse compile" on mille-sabord.com with a workable link ?

Many thanks in advance,

Regards

John (James)
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Old 03-17-13, 06:22 AM   #5
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Hi Jean, here you can download the REM hydrophone mute for player fix (TDW compatible): http://www.mediafire.com/download.php?4onmxnj9u2jy8nc
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Old 03-17-13, 12:59 PM   #6
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Originally Posted by Fifi View Post
Windir, just activate R.E.M. - hydrophone mute for player fix (TDW compatible) on top of regular REM, if you want your hydro on surface.
Only works with hydro able to hear on surface of course (not rotative one).

http://www.subsim.com/radioroom/show...&postcount=130
Ok i see ,i was thinking of the rotating one cuz i haven`t unlocked the other hydro types yet.

Thanks for clearing that up for me
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Old 03-17-13, 01:15 PM   #7
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Quote:
Originally Posted by Fifi View Post
Hi Jean, here you can download the REM hydrophone mute for player fix (TDW compatible): http://www.mediafire.com/download.php?4onmxnj9u2jy8nc
Many thanks Fifi for your kind reply. I have no problem to download the fix But I can't download the REM regular base mod on gamefront !!!

REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?

Many thanks another time for your help and reply,

Regards

Jean
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Old 03-17-13, 01:21 PM   #8
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Quote:
Originally Posted by jean74 View Post
Many thanks Fifi for your kind reply. I have no problem to download the fix But I can't download the REM regular base mod on gamefront !!!

REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?

Many thanks another time for your help and reply,

Regards

Jean
Re-up by Trevally on subsim:
http://www.subsim.com/radioroom/down...o=file&id=4002

enable the REM fix on top of the main mod
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Old 03-17-13, 04:04 PM   #9
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Quote:
Originally Posted by jean74 View Post
REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?
Nope ------------>

Quote:
Originally Posted by Gap
enable the REM fix on top of the main mod
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Old 05-05-13, 04:29 PM   #10
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Quote:
Originally Posted by Fifi View Post
Windir, just activate R.E.M. - hydrophone mute for player fix (TDW compatible) on top of regular REM, if you want your hydro on surface.
Only works with hydro able to hear on surface of course (not rotative one).

http://www.subsim.com/radioroom/show...&postcount=130

Don't use the TDW ship inertia mod in your list, if you have it!
For some mysterious reason, it screw up the hydrophone hearing...for many users.

See how i put both REM in my list: http://www.subsim.com/radioroom/show...20&postcount=1
I found.

The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.

for example:

C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.

Tested.
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Old 05-05-13, 04:33 PM   #11
gap
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Quote:
Originally Posted by Macardigan View Post
I found.

The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.

for example:

C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.

Tested.
Good finding

Could you pinpoint the power threshold below which ship's sound gets inaudible?
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Old 05-08-13, 05:30 PM   #12
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Quote:
Originally Posted by gap View Post
Good finding

Could you pinpoint the power threshold below which ship's sound gets inaudible?
Hello again gap.

I have not checked, to do so you have to take a ship and change settings / test / change settings / test .... 15 years xDD changing values​​.

No. seriously.
How it works: Suppose a ship is heard by the hydrophone in all its speed range. From 1 knot to 15 knots. If your eng_power is 4000 and we started down this value, then start to lose sound in one knot. If we go down more its value will lose sound at 2 knots, more and lose sound down to 3 knots, ..., 4, 5 ... until it runs without sound.


--------------------------------------------------------

Hola gap,

No he mirado a qué valor se queda sin sonido porque toma mucho tiempo. Yo los fuí bajando o subiendo para hacer el mod.

A ver si te haces una idea:

Un buque se escucha por el hidrófono en todo su rango de velocidades. De 3 a 15 nudos.
Si comenzamos a bajar el valor eng_power entonces comenzará a perder sonido a 3 nudos. Si lo bajamos más, perderá sonido a 4. y así sucesivamente hasta quedarse sin sonido totalmente incluso a 15 nudos.
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my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
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Old 05-08-13, 05:38 PM   #13
Fifi
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Quote:
Originally Posted by Macardigan View Post
I found.

The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.

for example:

C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.

Tested.
That would be awesome if you could fix the "ship inertia" mod issue
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Old 05-08-13, 05:55 PM   #14
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Quote:
Originally Posted by Fifi View Post
That would be awesome if you could fix the "ship inertia" mod issue
(google translation, uff...)
In my mod, merchants hydrophone rpm 2.0, I modified the values ​​"eng_power" merchant of sound for RPM at low speeds. By default they did not have. Increasing the value.

The problem is that if you modify ship_inertia values​​, already is useless. So in order for what you install??? TDW lowered these values ​​to lower thrust force to ships, for a heavy ship not accelerate like a zodiac. for example.


greetings.
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my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
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Old 05-08-13, 07:36 PM   #15
gap
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Quote:
Originally Posted by Macardigan View Post
(google translation, uff...)
In my mod, merchants hydrophone rpm 2.0, I modified the values ​​"eng_power" merchant of sound for RPM at low speeds. By default they did not have. Increasing the value.

The problem is that if you modify ship_inertia values​​, already is useless. So in order for what you install??? TDW lowered these values ​​to lower thrust force to ships, for a heavy ship not accelerate like a zodiac. for example.


greetings.
I see, essentially the fix would be reverting to stock settings, thus aking the mod null
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