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Old 01-10-15, 11:02 PM   #16
Crannogman
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So, glory be, I finally got a chance to get in and mess with it; was able to disable the file in RsRD, disable and thr rnable via JGSME, and then reload my saved mission with now-functioning hydrophones. Thanks for the help!
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Old 01-13-15, 08:51 PM   #17
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Anyone know how to modify this for RFB? The sensors are not in the same folder location firstly. Second, I found the same file in the RFB mod itself, modified them to 0m depth and I still can't hear anything in the surface with my hydrophones. Anyone know anything?
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Old 01-13-15, 09:46 PM   #18
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Let's start with " The sensors are not in the same folder location".

What JGSME is, is essentially a glorified batch file which, when activated;

1. Reads the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is).

2. Moves to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Data\Submarine and copies the same files to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!BACKUP\Data\Submarine.

3. Copies the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\ to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\ to overwrite any file with the same name in the respective folders.

4. When you deactivate a mod, it copies the files of that mod (reading the info stored in C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!INSTLOGS for which files to replace) into the main game folders, restoring the defaults. Assuming they WERE defaults in the first place, the main reason for starting with a virgin copy of the game and taking the "snapshot" with JGSME is to insure the original files in \MODS\!BACKUP actually ARE original.

So when using JGSME you actually have 3 copies of each file from the mod - the one in the main folder, the modded file from the MODS folder, and the original stored in \MODS\!BACKUP.

So the main problem is when using Silent 3ditor is making sure you're actually modifying the file you THINK you're modifying, and with three of them it can easily get confusing.

Correct way, use JGSME to deactivate the mod.

Edit the file(s) in the C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is) folder(s).

Start JGSME and activate the mod again - this should replace the original with your new modified file(s).

Basic computer operation;

Open Windows Explorer (not the same thing as Internet Explorer, Windows Explorer is for managing files on your own computer instead of over the web) and you get pictures. They're adorable, but not very practical. First thing click on Tools, then Folder Options.

Click the View tab, scroll down to the "Hide extensions for known file types" and click the checkbox to UNcheck that, then click Apply.

Next click View, Details, so you're looking at actual file names instead of useless icons. Choose details, you can click name, size, type, and Date Modified, that makes it easier to look for files - click the "Type" tab, for example, and all the files ending with .txt or .jpg are grouped together.

Now when you browse through the files, you find three named Sensors_sub_US.sim, you can look at the date and time the file was modified to confirm the one you modified is the one in the main folder.
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Old 01-14-15, 05:02 AM   #19
suitednate
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Quote:
Originally Posted by Sniper297 View Post
Let's start with " The sensors are not in the same folder location".

What JGSME is, is essentially a glorified batch file which, when activated;

1. Reads the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is).

2. Moves to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Data\Submarine and copies the same files to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!BACKUP\Data\Submarine.

3. Copies the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\ to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\ to overwrite any file with the same name in the respective folders.

4. When you deactivate a mod, it copies the files of that mod (reading the info stored in C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!INSTLOGS for which files to replace) into the main game folders, restoring the defaults. Assuming they WERE defaults in the first place, the main reason for starting with a virgin copy of the game and taking the "snapshot" with JGSME is to insure the original files in \MODS\!BACKUP actually ARE original.

So when using JGSME you actually have 3 copies of each file from the mod - the one in the main folder, the modded file from the MODS folder, and the original stored in \MODS\!BACKUP.

So the main problem is when using Silent 3ditor is making sure you're actually modifying the file you THINK you're modifying, and with three of them it can easily get confusing.

Correct way, use JGSME to deactivate the mod.

Edit the file(s) in the C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is) folder(s).

Start JGSME and activate the mod again - this should replace the original with your new modified file(s).

Basic computer operation;

Open Windows Explorer (not the same thing as Internet Explorer, Windows Explorer is for managing files on your own computer instead of over the web) and you get pictures. They're adorable, but not very practical. First thing click on Tools, then Folder Options.

Click the View tab, scroll down to the "Hide extensions for known file types" and click the checkbox to UNcheck that, then click Apply.

Next click View, Details, so you're looking at actual file names instead of useless icons. Choose details, you can click name, size, type, and Date Modified, that makes e it easier to look for files - click the "Type" tab, for example, and all the files ending with .txt or .jpg are grouped together.

Now when you browse through the files, you find three named Sensors_sub_US.sim, you can look at the date and time the file was modified to confirm the one you modified is the one in the main folder.
Did all that. What I meant was that the "sensor_sub_US.sim" file is not located in the data/library folder for the RFB version of RSRD. That file is located in the RFB mod itself. I changed the max sensor height parameter and still wasn't able to use the hydrophones on the surface.
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Old 01-14-15, 05:50 PM   #20
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Hmmm, I don't have RFB and I have version 1.4 of the game, just did a search for sensor_sub_US.sim, no file by that name. I can only assume it's a new file from 1.5 or RFB, if it's a new one created by the mod itself there must be another CFG file someplace that references it. Either way nothing further I can do until I get 1.5, sorry.
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Old 01-14-15, 10:41 PM   #21
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OMG 1.4
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Old 01-14-15, 11:42 PM   #22
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Looking in a reserve copy of RFB 2.0, I find this file here:

Data\Library\USSubParts\Sensors_sub_US.sim.

However, there is also the same file in the RFB_2.0_Patch_23April2010 mod, so changing the RFB 2.0 file by itself, will not help you much.

Note that the file is Sensors_sub_US.sim, not sensor_sub_US.sim.
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Old 01-15-15, 12:06 AM   #23
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Quote:
Originally Posted by TorpX View Post
Looking in a reserve copy of RFB 2.0, I find this file here:

Data\Library\USSubParts\Sensors_sub_US.sim.

However, there is also the same file in the RFB_2.0_Patch_23April2010 mod, so changing the RFB 2.0 file by itself, will not help you much.

Note that the file is Sensors_sub_US.sim, not sensor_sub_US.sim.

Yeah that's the one I changed and still the hydrophones won't work while surfaced.
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Old 01-15-15, 12:32 AM   #24
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Okay, I do have a Sensors_sub_US.sim, but not in Data\Library, it's in \Data\Library\USSubParts. So the one you should be hacking (after deactivating with JGSME) would be \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim.

The way JGSME works if the path is something like

\Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Version2\Data\Library\USSubParts\ Sensors_sub_US.sim

that won't work, since JGSME is looking for whatver is directly under \MODS\FolderName to copy that directly into \Silent Hunter 4 Wolves of the Pacific. So anything other than \MODS\FolderName\Data\RestOfThePath won't work correctly. Like Webster's torpedo mods for example, when the file is unzipped you have

Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3. You cannot copy/extract that directly to MODS or you'll have

\Silent Hunter 4 Wolves of the Pacific\MODS\Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3

Then when you run JGSME you end up with

C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Webster's Improved US Torpedo v1 plus v2 and v3 folders, which the game is not going to look in for data.

So check the path in the MODS folder, make sure you don't have \Data buried inside two folders or something, then check the date on the \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim to make sure it's the one you just modified.
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Old 01-15-15, 01:53 AM   #25
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Quote:
Originally Posted by suitednate View Post
Yeah that's the one I changed and still the hydrophones won't work while surfaced.
But you're using RFB_2.0_Patch_23April2010 aren't you? (You should be!)

So you need to change the file in that one. When you enable RFB_2.0_Patch_23April2010, the file in this will overwrite the RFB 2.0 version.

Whenever you enable a series of mods with JSGME, that have the same file, the last one enabled will be the version used by the game.



Last edited by TorpX; 01-15-15 at 01:59 AM. Reason: elaboration
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Old 01-15-15, 04:44 PM   #26
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Quote:
Originally Posted by TorpX View Post
But you're using RFB_2.0_Patch_23April2010 aren't you? (You should be!)

So you need to change the file in that one. When you enable RFB_2.0_Patch_23April2010, the file in this will overwrite the RFB 2.0 version.

Whenever you enable a series of mods with JSGME, that have the same file, the last one enabled will be the version used by the game.


Yes I edited the one in the RFB patch that you mentioned. Still doesn't work.

Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet? Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.
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Old 01-15-15, 10:21 PM   #27
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Quote:
Originally Posted by suitednate View Post
Yes I edited the one in the RFB patch that you mentioned. Still doesn't work.

Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet? Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.
Just to review:

    1. You disabled all mods
    2. You changed the RFB_2.0_Patch_23April2010 file
    3. There are no mods after this one that change that file
If you followed these criteria, I don't know why it wouldn't work. Even if the crew does not report contacts, you should still be able to hear them yourself, unless they are going too slow. You should certainly be able to hear your own screws, though.

Maybe this has to be done in port?



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Old 01-16-15, 10:13 AM   #28
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Quote:
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Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet?
There's a stock problem while manually (meaning, when you listen for the target screws) using the Hydrophone, under certain conditions you'll not hear the target. I found that when the target's Maximum Speed is set in its xxx.sim file, if the target is programed to travel at or less than half its MaxSpeed.....you won't hear it. Your hydrophone crewman will report it, but you won't hear a thing. For instance, RSRDC has all its ship routes with multiple waypoints (hundreds of waypoints over stock), Lurker has each waypoint changing the targets speed (sounded good at the time) to confuse the enemy. However, if the targets speed drops just below half the Max rated speed.....you can't hear it.

I'm suspecting RFB fooled around with those routes as well.

Quote:
Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.
Well, you won't hear your own engines. The sensor .sim file for the hydrophone doesn't allow for you to hear to the rear of the sub. It's blocked out by design.

============

Follow what TorpX has written regarding changing the RFB_2.0_Patch_23April2010 file. If that's the last mod in your activation list.......that's the files you need to change.
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Old 01-16-15, 12:17 PM   #29
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If a ship is traveling at less than half it's maximum speed you won't hear it. So if a ships top speed is 15 knts and it is traveling at 7 you will not hear it.
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Old 01-16-15, 03:16 PM   #30
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At this point I would hunt up a copy of the original July 2007 file and use it to replace whatever is in there now.
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