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Old 05-08-13, 05:55 PM   #286
Macardigan
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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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http://www.subsim.com/radioroom/showthread.php?t=205625
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Old 05-08-13, 07:36 PM   #287
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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Old 05-08-13, 08:07 PM   #288
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Yeah, and what i noticed in game (without ship inertia mod) is mainly the inverse...meaning merchants don't accelerate like zodiacs, but decelerate like zodiac after impact
I would like they keep an inertia after torp hitting.

On other hand, warships probably accelerate faster than in RL
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Old 05-08-13, 08:08 PM   #289
gap
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Quote:
Originally Posted by Fifi View Post
Yeah, and what i noticed in game (without ship inertia mod) is mainly the inverse...meaning merchants don't accelerate like zodiacs, but decelerate like zodiac after impact
I would like they keep an inertia after torp hitting.

On other hand, warships probably accelerate faster than in RL
The key is probably front-back inertia...
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Old 05-08-13, 08:12 PM   #290
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Quote:
Originally Posted by gap View Post
The key is probably front-back inertia...
Front-back?...do you mean activate this mod again?
If so, i will not, not actually when this mod is braking hydrophone hearing...
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Old 05-08-13, 08:34 PM   #291
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Quote:
Originally Posted by gap View Post
The key is probably front-back inertia...
Ahora lo entiendo mejor. jeje. Al bajar el valor eng_power el motor no tiene fuerza para frenar tan rápido, así consigues inercia. El problema es que te quedas sin sonido por hidrófono.

Las opciones son sacrificar el hidrófono a costa de ganar en inercia. o viceversa.

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

Now I understand better. hehe. By lowering the value eng_power the engine has no power to brake so fast, so you get inertia. The problem: "mute sound" by hydrophone.

The options are sacrificing the hydrophone at the expense of winning in inertia. or vice versa.
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Old 05-08-13, 08:59 PM   #292
gap
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Quote:
Originally Posted by Macardigan View Post
Ahora lo entiendo mejor. jeje. Al bajar el valor eng_power el motor no tiene fuerza para frenar tan rápido, así consigues inercia. El problema es que te quedas sin sonido por hidrófono.

Las opciones son sacrificar el hidrófono a costa de ganar en inercia. o viceversa.

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

Now I understand better. hehe. By lowering the value eng_power the engine has no power to brake so fast, so you get inertia. The problem: "mute sound" by hydrophone.

The options are sacrificing the hydrophone at the expense of winning in inertia. or vice versa.
Ya, el problema es que, si no recuerdo mal, en SH5 la inercia es calculada automáticamente a partir de la masa de los buques, y los valores de masa que pones en el juego me parecen ya bastante cercanos a los reales. Lo que si podemos ajustar son los valores de arrastre

Yes, the problem is that IIRC SH5 inertia is calculated automatically based on ship's mass, and stock mass settings are fairly close to the real ones. What we can play with are probably drag settings...
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Old 05-09-13, 05:51 PM   #293
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Quote:
Originally Posted by gap View Post
Ya, el problema es que, si no recuerdo mal, en SH5 la inercia es calculada automáticamente a partir de la masa de los buques, y los valores de masa que pones en el juego me parecen ya bastante cercanos a los reales. Lo que si podemos ajustar son los valores de arrastre

Yes, the problem is that IIRC SH5 inertia is calculated automatically based on ship's mass, and stock mass settings are fairly close to the real ones. What we can play with are probably drag settings...
drag settings= max_force value??

El ship_inertia también modifica este valor dentro del .sim alo mejor esa es la clave.
------------------------------
The ship_inertia also change this value within .sim maybe that's the key.
--------------------------------

Now remember that:
In the image below, we see the value max_force to 0. (stock game).
With ship_inertia values change.

This image is from when I did the mod RPM.----------

Seeing that the values ​​"max_force" of the "ship_inertia values" not affect the merchants mute the sound through the hydrophone, I decided add this max_force values to my MOD. RPM hydrophone merchants 2.0-........(applied when I did my mod)

So we must compare the effects of inertia between my mod and "ship_inertia", if the same results then my mod has a good part of "ship_inertia" maintaining the effect.





*note: see "queenmary" value in my mod "160000 eng_power" xDDDDDDDDDDDDDDDD. I put this value so high in order to listen to the hydrophone to 3 and 4 knots minimun. By default no sound.










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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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Last edited by Macardigan; 05-09-13 at 07:28 PM.
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Old 05-27-13, 09:40 AM   #294
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I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..
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RPM Hydrophone 2.2 (updated July/06/2013)
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Old 05-27-13, 09:52 AM   #295
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Quote:
Originally Posted by Macardigan View Post
I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..
Probably not worth your effort: for some reason, ship inertia creates many problems, and TDW don't seem interested in continuig it
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Old 05-27-13, 04:07 PM   #296
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Quote:
Originally Posted by gap View Post
Probably not worth your effort: for some reason, ship inertia creates many problems, and TDW don't seem interested in continuig it

Main ship inertia issue, is it brakes/affect all hydrophone sounds...so for your mod...might be a huge issue!
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Old 07-08-13, 08:21 PM   #297
rolandslaw
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Default Sonr man still not giving est rng:<)

Gents:

I have SH5 v 1.2, NEWUIs 7.4.2, REM, Mighty Fine Crew .

I still do not receive est rng from sonar man, nor can I hear the target at any range:<O(
I received it once... mrk 2 I had to estimate based upon known course... no other range provided for mrk 2
game is unplayable as to hydro target solution.... Still no sound of targ prop

AT 3o AM this morning..... with the below mods in the order set out... I CAN HEAR THE SCREWS :<) My soundman is giving me on only brg but depending if the target is not to close to 0 Degrees front of my sub... the estimated range... I can now prepare a proper targ solution.... I still missed by just under the tip of ship!!!!

Command Keys
NEWUIs 7.4..2
Steel Vikings latest
Mighty fine Crew

07/11/13 at 1:00 PM EST:

Using the techniqus I learned from TEC tutorial on the historical mission tdw .. single freighter... and without human audio.... and the sound mn not giving me the estimated rng at 5 minutes...I used the brg he gave me at 5 minutes.. . I used the first mrk at 12:01 and the second at 12:02 and 20 secs to plot the course of the targ..out past tge 5 min brg,marked as mrk 3...,,and using ruler used the 3 brg to determine the rng to that 5 min bearing....I calculated dist traveled from mrk 2 to mrk 3 from there I was able to determine the spd, aob and other data ...(set the 3rd mrk for 30 degrees to launch torps...) I hit all three dead center to stern:<)

DO I have this correct? Also.. when u say "install on top of." ..... do u mean install b4 or after NEWUI is installed you then install after that the mod? It is a language thing:<) Install b4 or install after would solve this possible misunderstanding because I checked out FIFI's mod list and the mods discussed in this tread are both b4 and after NewuUI 7.4.2:<)

....also no dead recon "D" button for nav?
...also.. how can I install mod for larger protractor and ruler?

I use a magnifier on my screen to read the prot and ruler:<) it works but slows me down... now to re listen watch tec periscope torp solution lessons....

I am first going back into this tread to find the posts dealing with the settings which give human audio at Hydro station... in the uboat sensors file...

Rol

Last edited by rolandslaw; 07-11-13 at 12:34 PM.
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Old 10-29-14, 12:11 PM   #298
Rongel
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Hi!

Been away for a while, something like a year from my last post...

Anyway, can someone help me a bit? Is R.E.M. still compatible with the latest TDW's UI-mod? I have R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible installed after the main mod, but I'm not sure if it's outdated (I believe it is).

So how people handle this? Both are necessary mods!
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Old 05-21-16, 11:35 AM   #299
flyer102
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Could you fix the link, or does anyone else have a working link to thing, cause it's dead...
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Old 05-22-16, 08:15 PM   #300
Echolot
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An updated version is available in the download section of this forum.
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