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Old 08-15-16, 04:57 PM   #1
qiaoyech
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Originally Posted by Travis Reed View Post
Such a shame that Silverwolf is no longer active around here. I hope he's doing well, wherever he is.

Edit:



After reading the description there, I would like to point out that Silverwolf was using the H2O2 mechanism from UBM to simulate a nuclear reactor or some other powerplant that was not noisy. Perhaps it was supposed to be something like the Caterpillar Drive from The Hunt For Red October...so long ago, and I don't feel like digging through this thread. I did help him test the Shark and the Interceptor back when he was still active.
I am aware of this. However the engine won't allow us to simulate it. Even though we can get a low RPM, the sonars and acoustic toropedos can still track the boat at flank speed. I think it was never meant to be that flank speed of H2O2 process is less noisy than battery.
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Old 08-15-16, 08:01 PM   #2
Travis Reed
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I also note the same battery recharge issue as I've noted before, long ago... Even TMO's Battery Recharge Fix crewman isn't able to give a decent recharge rate. Probably an engine limitation. I suspect that recharge time is tied (with some hardcoded formula) to whatever sets the range when using batteries.
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Old 08-15-16, 08:11 PM   #3
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Originally Posted by Travis Reed View Post
I also note the same battery recharge issue as I've noted before, long ago... Even TMO's Battery Recharge Fix crewman isn't able to give a decent recharge rate. Probably an engine limitation. I suspect that recharge time is tied (with some hardcoded formula) to whatever sets the range when using batteries.
I already fixed it in the next update. Hopefully I can also add a clickable depth meter this weekend as well.

Edit: wow 3D modding in this game is hard! I got the dial to work in reverse. I probably need to rotate my control by flipping it on y axis, then back in z axis...

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Old 08-15-16, 08:52 PM   #4
Travis Reed
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I noted that several keybindings were different to what TMO sets them as. Wonder if that's due to OTC, or the updated Interceptor.

As to fixing the battery issue, I suspect you just created another Ability to 'correct' the issue. From what I can see, you've got one crewman with an Ability that basically keeps the fuel from dropping, and another that effectively allows visual contact with ships even submerged. While this method works, it does reduce the number of crew slots I can use for TMO Abilities, though, I probably won't need the TMO Battery Fix guy anymore... Early War any Mk 16s you use get replaced with Mk 14s. I'm fine with it, but I thought I'd point it out, the hydrophones don't seem to work, and the TMO range/bearing rings on the map/attack map are not present on the Interceptor.
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Old 08-15-16, 09:41 PM   #5
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Originally Posted by Travis Reed View Post
I noted that several keybindings were different to what TMO sets them as. Wonder if that's due to OTC, or the updated Interceptor.

As to fixing the battery issue, I suspect you just created another Ability to 'correct' the issue. From what I can see, you've got one crewman with an Ability that basically keeps the fuel from dropping, and another that effectively allows visual contact with ships even submerged. While this method works, it does reduce the number of crew slots I can use for TMO Abilities, though, I probably won't need the TMO Battery Fix guy anymore... Early War any Mk 16s you use get replaced with Mk 14s. I'm fine with it, but I thought I'd point it out, the hydrophones don't seem to work, and the TMO range/bearing rings on the map/attack map are not present on the Interceptor.
0) didn't change the keybinding. I guess it came from the optical correction mod? I did include that file in the mod because of the new special ability icon configs for toolbar menu.

1) yep. that's the fix. And unfortunately it seems to be the only way to get it to work.
2) intentional. If you want to keep using mk16, simply rearm before returning to base. (Think about time-travelling the movie the final countdown )
3) It works. It's just with the guy working as "advanced combat operator" the hydrophone contacts will be visual contact. Stock map icons is recommended. And you should enable "map contact update". In fact, during my gameplay hydrophone range is further than radar for fast moving targets without land obstruction. P.S.: the hydrophones for this boat works both on surface and submerged. This is why you can get visuals with ships much further than visual. (This is ~= dangerous water's "Show Truth" options, except it has blind spots, max range, and won't pick up stationary or very slow moving boats.)
This isn't the furthest sensor though... This boat is also equipped with advanced radio decryption hardware...
4) The mod isn't based on stock TMO, it's based on optical correction for larger resolutions.

P.S.: thanks for testing!

Last edited by qiaoyech; 08-15-16 at 09:57 PM.
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Old 08-15-16, 10:32 PM   #6
Travis Reed
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Perhaps I should clarify about the hydrophones not working. I've intentionally let DDs detect me so I can evade and destroy them. They are picked up on the map (I do use map contact updates), but when I go to the hydrophone station and look for them with it, I hear nothing, at any depth or speed. Not even my own engines.
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Old 08-15-16, 10:47 PM   #7
qiaoyech
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Perhaps I should clarify about the hydrophones not working. I've intentionally let DDs detect me so I can evade and destroy them. They are picked up on the map (I do use map contact updates), but when I go to the hydrophone station and look for them with it, I hear nothing, at any depth or speed. Not even my own engines.
I did use the hydrophone, but don't remember using them in TMO. I wonder whether the hydrophone station uses the less capable WCA hydrophones? I'll test it as soon as I have time to play again.
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