![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#286 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
|
![]() Quote:
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.
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
|
![]() |
![]() |
![]() |
#287 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#288 |
Navy Seal
![]() |
![]()
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 ![]()
__________________
|
![]() |
![]() |
![]() |
#289 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#290 |
Navy Seal
![]() |
![]()
Front-back?...do you mean activate this mod again?
![]() If so, i will not, not actually when this mod is braking hydrophone hearing...
__________________
|
![]() |
![]() |
![]() |
#291 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
|
![]()
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.
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
![]() |
![]() |
![]() |
#292 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() 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... |
|
![]() |
![]() |
![]() |
#293 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
|
![]() Quote:
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. .
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . Last edited by Macardigan; 05-09-13 at 07:28 PM. |
|
![]() |
![]() |
![]() |
#294 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
|
![]()
I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
![]() |
![]() |
![]() |
#295 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
#296 | |
Navy Seal
![]() |
![]() Quote:
![]() Main ship inertia issue, is it brakes/affect all hydrophone sounds...so for your mod...might be a huge issue! ![]()
__________________
|
|
![]() |
![]() |
![]() |
#297 |
Bosun
![]() Join Date: Jun 2013
Posts: 66
Downloads: 66
Uploads: 0
|
![]()
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 3 ![]() 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. |
![]() |
![]() |
![]() |
#298 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]()
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! |
![]() |
![]() |
![]() |
#299 |
Bosun
![]() Join Date: Apr 2015
Location: Depth charged 180m below
Posts: 62
Downloads: 207
Uploads: 0
|
![]()
Could you fix the link, or does anyone else have a working link to thing, cause it's dead...
![]() |
![]() |
![]() |
![]() |
|
|