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Old 03-08-13, 01:00 AM   #241
Fifi
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Yey! That's just incredible!
REM coupled with RM&A and Sober green Crew Training is in fact the more accurate it could be!

My hydro guy just needed few missions to handle and learn the hydrophone...
The more he gets points with RM&A and training % with SGCT, the more i can get my surfaced contacts

Approaching Scapa Flow, he can almost detect everything now.
But at start, i was really thinking something went wrong with my install
So sorry to have bothered you once again with my problems.
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Old 03-08-13, 10:22 AM   #242
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Quote:
Originally Posted by Fifi View Post
Yey! That's just incredible!
REM coupled with RM&A and Sober green Crew Training is in fact the more accurate it could be!

My hydro guy just needed few missions to handle and learn the hydrophone...
The more he gets points with RM&A and training % with SGCT, the more i can get my surfaced contacts

Approaching Scapa Flow, he can almost detect everything now.
But at start, i was really thinking something went wrong with my install


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So sorry to have bothered you once again with my problems.
forget it
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Old 03-09-13, 02:40 AM   #243
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I"m having an issue with my Hydrophone after installing REM (I think). I've seemed to have hit a snag. After starting a 2nd patrol with my MOD list below (installed everything in port) and everything working perfectly ....something has affected my hydrophone. It worked early on the patrol...but now that i'm in my patrol area.... it seems to be broken. I ran across a lone merchant with the hydrophone...but when at periscope depth...I can't hear her...only below 15 meters could I hear her.....later on... I had a "task force" of two fishing boats or tugs in sight ...but I dove to try out my hydrophone. It didnt hear them at all no matter what depth. This was after a couple of days without hearing anything...which usually does not happen in the prime area i'm in.

Some hydrophone behavior I've noticed is that when I have a sound contact, I also have a mirror of that contact "shown" in my baffles. It says Merchant, Unknown, Warship...etc with no associated sound in my baffles. This was true in both situations i mentioned above...but the latter ...I only got the baffles contact...and nothing else. So I noticed for the next day of game time when I dove...sometimes I'd get the same thing.... sound labelled in my baffles ...but no contacts I could hear. Basically..not hearing any ships at all right now.

Things to know: I've used the patcher to fix the hydrophone.... and had no problems until now. Unless you count the Baffles mirror contact...but I think that is normal.

This may or may not be a compatability issue...tho I followed Sobers Mod order...so I don't know. Any thoughts? Corrupt saved game maybe? I'll be off to test some more...see if I can add some more info.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
sobers best ever fog V20 SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SH5 Longer Repairs v.1_Stock
TDW_Ship_Inertia_1_1_0
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_Real_Navigation
IRAI_0_0_37_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
OPEN HORIZONS II_full v2
NewUIs_TDC_7_2_0_New_radio_messages_German
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
German U-Boat Crew Language Pack
Speech fixes and additions (german version)
Stormys DBSM SH5 v1.3 Basemod
sobers no footstep sound mod
sobers green crew training V4 SH5
Trevally Automated Scripts v0.6
OH II Minefield map for TDWs Ui
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Critical hits 1.1 Torpedos
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Old 03-09-13, 02:58 AM   #244
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You probably need to start a new career for things to work properly .
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Old 03-09-13, 03:21 AM   #245
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Originally Posted by finchOU View Post
I had a "task force" of two fishing boats or tugs in sight ...but I dove to try out my hydrophone. It didnt hear them at all no matter what depth. This was after a couple of days without hearing anything...which usually does not happen in the prime area i'm in.
Hi!

Fishing boats and coastal boats are not audible in hydro, their hydro-audio commands have been disabled in their .sim-files, so even the computer sonarman won't pick them up. There was some trouble making them work when we imported them, and finally decided that it was better solution to ignore them. It reduces false alarms, most of the game time you would be chasing after fishing boats. So this explains one of your encounters. Can't say about the others though.
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Old 03-09-13, 05:24 AM   #246
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Quote:
Originally Posted by Xrundel View Post
Edited by Xrundel on June 02, 2011

"Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2




Download link:

http://www.gamefront.com/files/20394...heBeast_1.2.7z
link does not work.....
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Old 03-09-13, 08:15 AM   #247
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Another fact should be taken into account:

contacts audibility for human players is apparently not affected by range settings; unlike the hydrophone operator, you can hear any contact, no matter what is its range, as far as you are at the correct depth.
This discrepancy is emphasized by REM, due to its use of reduced ranges at shallow depths. If you want the hydroman to hear the same contacts as you, you should dive deeper

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link does not work.....
install a stealth navigation plugin for your browser.

I am currently using this one:

http://www.stealthy.co/
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Old 03-09-13, 09:02 AM   #248
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Originally Posted by Rongel View Post
Hi!

Fishing boats and coastal boats are not audible in hydro, their hydro-audio commands have been disabled in their .sim-files, so even the computer sonarman won't pick them up.
Just think of them as sneaky little devils. Tho I wish that 2 of them together out of the high seas wouldn't show up as a Task Force. That's really mean. LOL
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Old 03-09-13, 11:28 AM   #249
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Okay...thanks. Makes more sense now....after being able to hear them in the past (pre MODs) was kind of freaking out. Isn't there a way to adjust hydrophone working depth? I think maybe the No Hydro on Surface might be causing the no hydro at periscope depth.
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Old 03-09-13, 12:11 PM   #250
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Quote:
Originally Posted by finchOU View Post
Okay...thanks. Makes more sense now....after being able to hear them in the past (pre MODs) was kind of freaking out. Isn't there a way to adjust hydrophone working depth? I think maybe the No Hydro on Surface might be causing the no hydro at periscope depth.
Which hydrophone model are you currently using? Depth ranges and detection ranges set by R.E.M. are listed in the first post of this thread for each of the featured hydrophones.

Unless you have enabled the "no hydrophone on surface version", made by sober's request and featured in his megamod, the fix devised by me & Volodya doesn't change the above ranges in its "regular version". In other words, the GHG and the Balkon Gerat should work (though with a limited range) even on surface.

In any case, depth/detection ranges can be freely adjusted. The number of their combinations is virtually infinite, thogh finding the right combination which will make everyone happy reminds me of Sisyphus punishment.

Personally, I think the "no hydrophone on surface" tweak is not required, given the way REM reduces shallow detection ranges. But as everything else, this is a matter of taste.
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Old 03-09-13, 05:15 PM   #251
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Finchou, you should try to delete TDW_Ship_Inertia_1_1_0 and start over a new career.
I had problem with it (and not alone) at first, and strangely it messed up my hydrophone.
Then without it, it worked great, and then i reactivated it at the end of my list for other career... without issue
Don't know why it was affecting hydrophone cause no files overwriten though...but fact was there.

Since i play with REM, i didn't put it back yet.

EDIT: just made a test with my list, and ANYTIME ANYWHERE i activate ship inertia now, can't hear a damn thing in hydrophone!
Back without it, works nice again...

Last edited by Fifi; 03-09-13 at 07:40 PM.
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Old 03-09-13, 08:00 PM   #252
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Fifi: what problem did you have with it?.....I absolutely love the concept of it. I'm hesitant to start a new career ....that would be 4 OHII careers restarted and i've never made it past jan 40 before a restart.

GAP: I;m using a VIIB with the KDB....just switched Boats and upgraded to the KDB. I'll plan on removing No Hdyro on Surface compatible with TDW UI.
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Old 03-09-13, 08:24 PM   #253
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Quote:
Originally Posted by finchOU View Post
Fifi: what problem did you have with it?.....I absolutely love the concept of it. I'm hesitant to start a new career ....that would be 4 OHII careers restarted and i've never made it past jan 40 before a restart.

GAP: I;m using a VIIB with the KDB....just switched Boats and upgraded to the KDB. I'll plan on removing No Hdyro on Surface compatible with TDW UI.
Using the KDB you shouldn't be able to hear hydro contacts on surface anyway. At that depth its sensors would have been on top of the water

This is both an historical fact and a REM feature.
You can tweak its settings for making it to work on surface indeed, but why would you do it?
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Old 03-09-13, 09:00 PM   #254
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Quote:
Originally Posted by finchOU View Post
Fifi: what problem did you have with it?.....I absolutely love the concept of it.
I love ship inertia concept too...but now, each time i activate it, i can't hear nothing sitting at the hydro station...i get contact lines, my hydro guy is announcing contacts, but hydro station remains deaf to me.
So i can't use this mod anymore with my current list
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Old 03-09-13, 09:17 PM   #255
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Quote:
Originally Posted by gap View Post
Using the KDB you shouldn't be able to hear hydro contacts on surface anyway. At that depth its sensors would have been on top of the water

This is both an historical fact and a REM feature.
You can tweak its settings for making it to work on surface indeed, but why would you do it?
haha...yeah I know this GAP.... I can't hear at Periscope depth (11 Meters)...only below 15 meters. I'd rather be annoyed with the realism of the GHG on the surface ...then to hear nothing at periscope depth or on the Surface....besides wasn't the KDB and addition to the GHG...not a replacement??
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