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Old 02-20-18, 06:32 PM   #1
schlechter pfennig
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Join Date: Mar 2010
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Default Volunteers/Testers wanted

Although I've experimented a lot with the depth charge noise mod before releasing it, I would value any and all input regarding its performance. I believe I've adjusted the available parameters to provide a reasonable/realistic result, but I'd appreciate feedback as to how well (or not well) it performs.

At the moment, due to the files that are required to be modified for functionality, I can only guarantee it works with WAC 5.0. However, if there are others that would like to use/test the mod that don't use WAC, let me know and I'll make the necessary adjustments for you.

Although I wasn't aware of TheDarkWraith's TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 mod before, I've gone through that release thread and, based upon what I've read, the depth charge noise mod so far seems to avoid those problems (for example, CTDs, and of simply not at all distracting the destroyers).

Again, I'd appreciate any and all feedback/observations.
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Old 02-21-18, 02:21 PM   #2
makman94
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Default

Quote:
Originally Posted by schlechter pfennig View Post
Although I've experimented a lot with the depth charge noise mod before releasing it, I would value any and all input regarding its performance. I believe I've adjusted the available parameters to provide a reasonable/realistic result, but I'd appreciate feedback as to how well (or not well) it performs.

At the moment, due to the files that are required to be modified for functionality, I can only guarantee it works with WAC 5.0. However, if there are others that would like to use/test the mod that don't use WAC, let me know and I'll make the necessary adjustments for you.

Although I wasn't aware of TheDarkWraith's TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 mod before, I've gone through that release thread and, based upon what I've read, the depth charge noise mod so far seems to avoid those problems (for example, CTDs, and of simply not at all distracting the destroyers).

Again, I'd appreciate any and all feedback/observations.
hello Schlechter pfennig,

Your mod is really interesting and ,if it works, will be a must have addition for my setup.
TDW's mod never worked for me and i had to left it behind so it will be nice to test and see if your mod is working.
Can you please make a version of it for the stock game ( for tests, i believe that only one mod must be enabled) and a single mission that will serve the needs of such tests ?

All the best to this really interesting mod
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Old 02-21-18, 11:17 PM   #3
schlechter pfennig
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Default

Quote:
Originally Posted by makman94 View Post
hello Schlechter pfennig,

Your mod is really interesting and ,if it works, will be a must have addition for my setup.
TDW's mod never worked for me and i had to left it behind so it will be nice to test and see if your mod is working.
Can you please make a version of it for the stock game ( for tests, i believe that only one mod must be enabled) and a single mission that will serve the needs of such tests ?

All the best to this really interesting mod
Here is the link to the stock/vanilla version, along with a quickie test mission included.

http://www.subsim.com/radioroom/down...o=file&id=5327
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Old 02-22-18, 03:13 PM   #4
LGN1
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Default

Hi schlechter pfennig,

thanks for your work! I will test it as soon as possible!

One question: What is the purpose of the sensors.* files? Are they required or are the particles.* file sufficient?

Best, LGN1
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Old 02-22-18, 03:32 PM   #5
schlechter pfennig
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Quote:
Originally Posted by LGN1 View Post
Hi schlechter pfennig,

thanks for your work! I will test it as soon as possible!

One question: What is the purpose of the sensors.* files? Are they required or are the particles.* file sufficient?

Best, LGN1
The particles.* are sufficient on their own. However, I've released a version 2 of the mod which is an improvement.
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Old 02-22-18, 05:16 PM   #6
schlechter pfennig
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Default Version 2.0 release

Version 2 of the depth charge noise mod. When unzipped there will be four mod folders, one each for stock (vanilla), GWX Gold, NYGM, and WAC 5.0. Place the applicable folder into your MODS folder and enable using jsgme.

Version 2.0 change log:
  • Usable now for 4 different game versions
    • if DepthCharges.sim is altered by an additional mod this one will overwrite it
  • altered the "bubble" appearance
  • added a second noise effect
When a depth charge explodes you will have an area of long-term, low-grade noise lasting for five minutes, plus a short term, extremely high-grade noise. This (hopefully) simulates the water/acoustical disruption a real depth charge caused:

  • an initial disturbance of loud noise rendering both active (ASDIC) and passive (hydrophones) unusable. This lasts for just about a minute, and can provide an opportunity, if the situation permits, for you to sprint off in a short burst without being detected.
  • a lingering effect whereby passive (hydrophones) still have difficulty hearing you, but active (ASDIC) can now ping and detect you. This lasts for about 5 minutes, and can attract the attention of escorts, and often trick them into thinking they have reacquired contact.
http://www.subsim.com/radioroom/down...o=file&id=5329

Last edited by schlechter pfennig; 02-23-18 at 09:44 AM.
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Old 02-23-18, 07:13 AM   #7
Rhodes
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Old 02-27-18, 11:02 AM   #8
JuanLiquid
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Join Date: Jun 2016
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Quote:
Originally Posted by schlechter pfennig View Post
  • an initial disturbance of loud noise rendering both active (ASDIC) and passive (hydrophones) unusable. This lasts for just about a minute, and can provide an opportunity, if the situation permits, for you to sprint off in a short burst without being detected.
  • a lingering effect whereby passive (hydrophones) still have difficulty hearing you, but active (ASDIC) can now ping and detect you. This lasts for about 5 minutes, and can attract the attention of escorts, and often trick them into thinking they have reacquired contact.
Hi, thanks for the mod. I tested it in 20 min with NYGM and the test 'hunted' mission. I tested it with god eye mode, however maybe it's failing for me.

As soon as the mission started I flank, then I go to periscope depth. Then they pinged me and I go down to 200m depth. I wait the firsts charges and when they drop them in the water, I turn left or right at flank speed. 10 seconds later I go back to 0 knots, 30 RPM. Then the deep charges explode, and instantly they start to ping me.

I tried the same like 10 times, and they always ping me as soon the depth charges end their explosion... I don't have that minute to move freely, even at 0 knots.
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