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Old 11-18-15, 09:57 AM   #1
meunomeeninguem
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No one?
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Old 11-18-15, 11:31 AM   #2
Rockin Robbins
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What you have to do is remove all mods and run SH4. Sonarman not deaf? Good. Install Mod #1. Try again. Not deaf? Continue with Mod #2. Test. Install next mod. Test......you get the idea. That is the only way you can tell if your game is working right and which mod does the dirty deed.

Let us know what you find.
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Old 11-18-15, 06:24 PM   #3
xXNightEagleXx
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I was trying to avoid that but i guess that i even know which one created this problem......traveller's mod....
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Old 11-19-15, 10:09 AM   #4
Moonlight
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You'll find that RSRDC is also a problematic mod as well.
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Old 11-23-15, 08:19 AM   #5
xXNightEagleXx
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Originally Posted by Moonlight View Post
You'll find that RSRDC is also a problematic mod as well.
Thanks, i didn't know about this.
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Old 11-24-15, 01:44 AM   #6
TorpX
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Originally Posted by xXNightEagleXx View Post
At the moment my sonarman just became useless, it simply does not detect any sound unless i detect it manually first and still it need to be very close. It is kind boring having to operate the sonar manually just to know if there is any enemy around me.
Do you mean he really can't hear anything, or that he doesn't hear well?

Many complain that their soundman is 'deaf', but it turns out he hears as well as he should (not too well).

The US sound gear, in the early part of the war could not reliably detect ships beyond maybe 7,000 yds. Since you can normally see much farther than this, you might think something's wrong. People who are used to SH3, where their German gear can pick up Allied convoys from over the horizon, think this is a bug, but it is not.

Also, you should note, the game only uses one sensor at a time. If you are looking at a ship through the scope, your sound man will not report it. AFAIK, mods can't fix this.

These sound issues are old, and well known. They really have nothing to do with anyone's mods. They are a consequence of the games simplistic sound/sensor mechanics.

Quote:
Originally Posted by Moonlight View Post
You'll find that RSRDC is also a problematic mod as well.
I really wish people wouldn't say this sort of thing. If you have experienced a particular problem, or think you have, you should state what it is. It is really unfair to say something very vague, and not verifiable, like this. Often, people have said "XYZ mod caused this problem.", and later it becomes evident that said problem has other causes.

I really don't know why it has become fashionable to criticize RSRDC all of a sudden. It has been a very widely used, and popular mod. I will point out, no one has released a later historical campaign mod.

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Old 11-24-15, 01:52 AM   #7
CaptainRamius
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Quote:
Originally Posted by TorpX View Post
Do you mean he really can't hear anything, or that he doesn't hear well?

Many complain that their soundman is 'deaf', but it turns out he hears as well as he should (not too well).

The US sound gear, in the early part of the war could not reliably detect ships beyond maybe 7,000 yds. Since you can normally see much farther than this, you might think something's wrong. People who are used to SH3, where their German gear can pick up Allied convoys from over the horizon, think this is a bug, but it is not.

Also, you should note, the game only uses one sensor at a time. If you are looking at a ship through the scope, your sound man will not report it. AFAIK, mods can't fix this.

These sound issues are old, and well known. They really have nothing to do with anyone's mods. They are a consequence of the games simplistic sound/sensor mechanics.


I really wish people wouldn't say this sort of thing. If you have experienced a particular problem, or think you have, you should state what it is. It is really unfair to say something very vague, and not verifiable, like this. Often, people have said "XYZ mod caused this problem.", and later it becomes evident that said problem has other causes.

I really don't know why it has become fashionable to criticize RSRDC all of a sudden. It has been a very widely used, and popular mod. I will point out, no one has released a later historical campaign mod.

I think he knows what "deaf" means.
He means to say that the sonarman on his sub will not detect sounds (not even mentioning a bearing to the target) unless he manually goes to the sonar station.
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Old 11-24-15, 10:28 PM   #8
TorpX
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Originally Posted by CaptainRamius View Post
I think he knows what "deaf" means.
He means to say that the sonarman on his sub will not detect sounds (not even mentioning a bearing to the target) unless he manually goes to the sonar station.
Then how do you explain all the people who use the same mods, who have a soundman that can hear sounds?


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Old 11-25-15, 04:57 AM   #9
Gibus
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Originally Posted by TorpX View Post
I will point out, no one has released a later historical campaign mod.
Bonjour,

Yet though. And it is in French only. And it is here: http://www.mille-sabords.com/forum/i...s&showfile=531

Man sonar hears everything, including the cries of dolphins.
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Old 11-26-15, 05:19 AM   #10
xXNightEagleXx
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Quote:
Originally Posted by TorpX View Post
[INDENT] Do you mean he really can't hear anything, or that he doesn't hear well?

Many complain that their soundman is 'deaf', but it turns out he hears as well as he should (not too well).

The US sound gear, in the early part of the war could not reliably detect ships beyond maybe 7,000 yds. Since you can normally see much farther than this, you might think something's wrong. People who are used to SH3, where their German gear can pick up Allied convoys from over the horizon, think this is a bug, but it is not.

Also, you should note, the game only uses one sensor at a time. If you are looking at a ship through the scope, your sound man will not report it. AFAIK, mods can't fix this.

These sound issues are old, and well known. They really have nothing to do with anyone's mods. They are a consequence of the games simplistic sound/sensor mechanics.


I will just describe this situation: being at 50 feet, deep 0kn and enemy no more than 5000yd and still doesn't report any contact, unless i manually find him with the hydrophone (very very loud sound). Just then the sonarman proceeds with the first contact report like a big troll.
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Old 11-26-15, 05:24 AM   #11
Barkerov
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Originally Posted by xXNightEagleXx View Post
I will just describe this situation: being at 50 feet, deep 0kn and enemy no more than 5000yd and still doesn't report any contact, unless i manually find him with the hydrophone (very very loud sound). Just then the sonarman proceeds with the first contact report like a big troll.
I am not convinced its a bug. What is the surface weather like? More importantly what happens as you get closer?

also after you get him to call out the contact can he follow it?
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Old 11-26-15, 10:01 PM   #12
TorpX
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Quote:
Originally Posted by xXNightEagleXx View Post
I will just describe this situation: being at 50 feet, deep 0kn and enemy no more than 5000yd and still doesn't report any contact, unless i manually find him with the hydrophone (very very loud sound). Just then the sonarman proceeds with the first contact report like a big troll.
I won't pretend to know all the ins and outs of the game here, but know that the games sound mechanics are poor. Personally, I stopped expecting much in this department when I noticed I could hear ships on the other side of an island.

You didn't say whether your scope was up or not.

As I said before, the game is hard-wired to use only one sensor at a time. I get very few sound contacts, since I am patrolling with my periscope up. The game uses the best sensor to determine detection, and that is the scope, usually. I could lower my scope and get more sound contacts, but it would hardly be worth it. The one sensor mechanic applies to both us and them, btw.

In the past, some of the ships seemed to be missing sounds, so would cause crashes, but I believe most of these problems have been fixed.

My point is that this sort of thing is very unlikely to be due to TMO, RFB, or any other mod. The game is flawed in many areas, and this is one of them.





About being able to hear ships up to 20nm, that is another game flaw. The normal (crew) sound detections are not synced to what you can hear. It is a flaw; you should not really be able to hear that well, it is unrealistic.


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Old 11-23-15, 09:17 AM   #13
CaptainRamius
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Quote:
Originally Posted by Rockin Robbins View Post
What you have to do is remove all mods and run SH4. Sonarman not deaf? Good. Install Mod #1. Try again. Not deaf? Continue with Mod #2. Test. Install next mod. Test......you get the idea. That is the only way you can tell if your game is working right and which mod does the dirty deed.

Let us know what you find.
I'd do this. It's the most time-consuming, but it's definite that you'll find what mod is causing what problem.
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Old 11-23-15, 03:39 PM   #14
xXNightEagleXx
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Originally Posted by CaptainRamius View Post
I'd do this. It's the most time-consuming, but it's definite that you'll find what mod is causing what problem.
Thanks, however after researches, using the keyword deaf, i found out that this is a common issue with rfb 2.0 (might no apply to everyone). At least in my case i have confirmed that this issue has shown even using only rfb 2.0 mod + patch.
Unfortunately this mod doesn't work properly for me, so i'll stick to TMO only without travelly (which introduced the deaf issue with TMO).
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