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Old 05-30-13, 03:57 PM   #76
Macardigan
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RPM HYDROPHONE MERCHANTS v2.1 available. (fisrt post)
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RPM Hydrophone 2.2 (updated July/06/2013)
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Old 05-31-13, 12:25 AM   #77
divingbluefrog
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Pb with C2 cargo solved.

Last edited by divingbluefrog; 05-31-13 at 02:24 AM.
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Old 05-31-13, 09:42 AM   #78
Macardigan
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Quote:
Originally Posted by divingbluefrog View Post
May I suppose that it is compatible with OHII v2.2 base+env as this combination doesn't add any ship in game?
On another hand, I found that the C2 SB1 cargo doesnot have any sound, animation linked to the propeller and thus can't be eared on hydro. Is this bug already identified, and more useful, corrected?
C2 - s - b1 cargo no sound below 48 rpm: 5.5

see RPMtable



greetings.
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Old 05-31-13, 09:44 AM   #79
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Quote:
Originally Posted by divingbluefrog View Post
Pb with C2 cargo solved.
(google translation)

What was the problem?
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Old 05-31-13, 01:56 PM   #80
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Absolutely no idea. I had no mod modifying her. Nonetheless, I removed all my mods, rebuild a new mission and she was operational again.
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Old 05-31-13, 07:12 PM   #81
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Quote:
Originally Posted by divingbluefrog View Post
Absolutely no idea. I had no mod modifying her. Nonetheless, I removed all my mods, rebuild a new mission and she was operational again.
remember:

Dashes in the table of revolutions per minute is that there is no sound.

example: C2 has no sound If this sails under 5.5 knots.

example 2: C1-B type medium merchant has no sound below 6 knots. (58rpm)

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RPM Hydrophone 2.2 (updated July/06/2013)
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Old 06-01-13, 02:43 AM   #82
divingbluefrog
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As I'll have to adapt your mod to my own mod list, I want to be sure to do things right, so I've some questions :
- In some of your .sim files (ex : NKMCS-C1B) you are using a non null value for Max-Force, and yet AFAIK, these values were first introduced by TDW in his Ship Inertia mod. Are they here for a purpose, or by mistake? If the former is true, how does this parameter influence the ship's behavior?
- You said in another post that if rpm goes over 100, the sound loops to 20 rpm and thus you can't ear it on hydro. Ok. But you say nothing about the lower value of rpm.
For example, C1B can't be eared under 6 knots, but at 5 knots, it rpm should be something around 52-53, which is a value that can be eared for other ships. Is this relative to eng-power value?

I've also found that the values set for the T3 Cimmaron are not exact. First, the ship mass in stock is set to ~7000t, it's true but it's the light mass. In full load, its displacement is 25200t-23000t. Second, you set eng-power to 30400, but it's shp (shaft horsepower). The engine power is 13500 hp.
You can find a lot of technical data here :
http://www.ibiblio.org/hyperwar/USN/ships/ships-mc.html

I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...
Perhaps could you offer this option in your great mod.
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Old 06-01-13, 06:11 AM   #83
Macardigan
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Quote:
Originally Posted by divingbluefrog View Post
- You said in another post that if rpm goes over 100, the sound loops to 20 rpm and thus you can't ear it on hydro. Ok. But you say nothing about the lower value of rpm.
For example, C1B can't be eared under 6 knots, but at 5 knots, it rpm should be something around 52-53, which is a value that can be eared for other ships. Is this relative to eng-power value?
-None merchant of the table may exceed 99 rpm. Impossible. The maximum is 99. This is to avoid problems with over 100 rpm. (modified file: propeller_4_hyd)
-This is relative to eng_power and eng_rpm

Quote:
Originally Posted by divingbluefrog View Post
I've also found that the values set for the T3 Cimmaron are not exact. First, the ship mass in stock is set to ~7000t, it's true but it's the light mass. In full load, its displacement is 25200t-23000t. Second, you set eng-power to 30400, but it's shp (shaft horsepower). The engine power is 13500 hp.
You can find a lot of technical data here :
http://www.ibiblio.org/hyperwar/USN/ships/ships-mc.html
Everything is changed in order to create the table. Some values ​​are not real. If you modify something RPM table becomes unusable.

I never want to make the table again.

There have been many hours of work


Quote:
Originally Posted by divingbluefrog View Post
I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack...
Perhaps could you offer this option in your great mod.
That's a great idea. Even if you have a good ear, the brain will eventually discriminate the "tic_tac" Focusing on the "chug" of propeller.
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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; 06-05-13 at 12:27 PM.
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Old 06-02-13, 04:22 AM   #84
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   #85
Macardigan
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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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RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
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Old 06-03-13, 10:54 AM   #86
Macardigan
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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   #87
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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   #88
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Quote:
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   #89
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Cant wait
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Old 06-05-13, 04:54 PM   #90
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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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