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Old 06-02-13, 04:22 AM   #1
Bathrone
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Jsut wanted to thankyou for the awesome work, this is great
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Old 06-02-13, 06:40 AM   #2
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Quote:
Originally Posted by Bathrone View Post
Jsut wanted to thankyou for the awesome work, this is great
thanks, enjoy it
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Old 06-03-13, 10:54 AM   #3
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RPM Hydrophone Merchants 2.1:

You can give your opinion about the MOD.

Were you able to calculate the RPM of a ship using the table??

Suggestions to improve the mod.

thanks.
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Old 06-03-13, 03:41 PM   #4
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Quote:
Originally Posted by Macardigan View Post

Suggestions to improve the mod.

thanks.
Warships too!
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Old 06-03-13, 05:20 PM   #5
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Originally Posted by Fifi View Post
Warships too!



I'm doing mod version 3. Tomorrow I will put some picture.

It may include some warships.
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Old 06-04-13, 02:54 AM   #6
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Cant wait
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Old 06-05-13, 04:54 PM   #7
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Quote:
Originally Posted by Macardigan View Post



I'm doing mod version 3. Tomorrow I will put some picture.

It may include some warships.

What about TDW's Ship Inertia mod incompatibility?

Have you talked to him yet?

Joe
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Old 06-06-13, 04:52 PM   #8
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Quote:
Originally Posted by Macardigan View Post
RPM Hydrophone Merchants 2.1:

You can give your opinion about the MOD.

Were you able to calculate the RPM of a ship using the table??

Suggestions to improve the mod.

thanks.
Any way to have an "RPM counter to show" option for new new people?
This would also in training the ear to hear the props better.

Joe
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Old 06-07-13, 10:40 AM   #9
Macardigan
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Quote:
Originally Posted by Vorkapitan View Post
Any way to have an "RPM counter to show" option for new new people?
This would also in training the ear to hear the props better.

Joe
I have not enough knowledge to put a counter in the game. Sorry.
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Old 06-07-13, 12:51 PM   #10
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Quote:
Originally Posted by Macardigan View Post
I have not enough knowledge to put a counter in the game. Sorry.
That you be hard to create, i imagine!
Furthermore, it would "destroy" your mod purpoise imo, deleting the human error factor

As i already said, i love your mod concept and it's adding a real immersion to the sim. The hydrophone station is one of the most important U Boot part (if not the most), and it really deserve a special attention of the modders. You did it right
Using your mod, we really take the incarnation of the hydro man 73 years back, trying to decode what he was hearing to give best speed and heading estimation, and sometime at crucial moment!

To me, only 2 things missing. Waships, and few cargo sounds can't be heard at certain RPM...but second one i didn't encounter yet.
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Old 06-08-13, 04:36 AM   #11
Macardigan
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Quote:
Originally Posted by Fifi View Post
That you be hard to create, i imagine!
Furthermore, it would "destroy" your mod purpoise imo, deleting the human error factor

As i already said, i love your mod concept and it's adding a real immersion to the sim. The hydrophone station is one of the most important U Boot part (if not the most), and it really deserve a special attention of the modders. You did it right
Using your mod, we really take the incarnation of the hydro man 73 years back, trying to decode what he was hearing to give best speed and heading estimation, and sometime at crucial moment!

To me, only 2 things missing. Waships, and few cargo sounds can't be heard at certain RPM...but second one i didn't encounter yet.
And version 3 will be more difficult to calculate the speed.

Some sounds will be new.

I'll put warships.

* fifi, I can make all the merchants have sound at >3knots, but not in all revolutions.

To solve this we must increase the eng_power, the problem is that I do not want to put a "small_merchant" with the force of a cimmaron, but I will try to solve this in another way.

Remember: With the "propeller_4_hyd" modified to max: 99rpm, the minimum is approx 42rpm.
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