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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Jsut wanted to thankyou for the awesome work, this is great
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#2 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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thanks, enjoy it
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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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#3 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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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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. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
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#4 |
Navy Seal
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#5 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() ![]() I'm doing mod version 3. Tomorrow I will put some picture. It may include some warships.
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
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#6 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Cant wait
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#7 | |
Samurai Navy
![]() Join Date: May 2006
Posts: 594
Downloads: 1367
Uploads: 0
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![]() Quote:
What about TDW's Ship Inertia mod incompatibility? Have you talked to him yet? Joe
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__________________________________________________ ________ __________________________________________________ ________ Joe ![]() ![]() |
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#8 | |
Samurai Navy
![]() Join Date: May 2006
Posts: 594
Downloads: 1367
Uploads: 0
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![]() Quote:
This would also in training the ear to hear the props better. Joe
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__________________________________________________ ________ __________________________________________________ ________ Joe ![]() ![]() |
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#9 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() Quote:
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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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#10 | |
Navy Seal
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![]() Quote:
![]() 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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#11 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() Quote:
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.
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
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